diff --git a/packs/pf2e/journals/ancestries.json b/packs/pf2e/journals/ancestries.json index f8fb0d4fa29..377b71f6540 100644 --- a/packs/pf2e/journals/ancestries.json +++ b/packs/pf2e/journals/ancestries.json @@ -1,6 +1,12 @@ { "_id": "45SK8rdbbxvEHfMn", - "categories": [], + "categories": [ + "JKYLwIn53bs8zQbU", + "s2iWckA2wS32kB7e", + "eY5gsE0P1zQxGxhk", + "IwcrxO5mhTmJddDe", + "3NQ1qQzcLeiG2xAG" + ], "name": "Ancestries", "ownership": { "default": 0 @@ -8,18 +14,18 @@ "pages": [ { "_id": "9dpHTBpL3j8ZpqTS", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Anadi", "sort": 100000, "src": null, "system": {}, "text": { - "content": "

Anadi people are reclusive, sapient spiders who hail from the jungles of southern Garund. Though they act in many ways like natural-born shapeshifters, their twin forms actually stem from carefully developed magic.


As a communal and peaceful people, anadi ancestors endeavored to establish trade with the neighbors of ttheir homeland. However, these anadi soon learned that most others found their appearance to be extremely objectionable. Wishing to avoid conflict, ancient anadi retreated into isolation until they could find a solution. The answer came when their greatest scholars innovated a fusion of transmutation and illusion magic that allowed them to assume a humanoid form. The technique was developed, perfected, and eventually taught to the overwhelming majority of anadi.

Early efforts with their new approach to diplomacy have yielded much better results, though sporadic contact means that some outsiders whisper false legends about anadi, such as claims that they are humans who transform into monstrous spiders at moonrise. Even contemporary explorers have reported anadi as human-spider hybrids. The anadi people of the current day strive to slowly but surely create a world where they no longer need to hide their true nature.

You Might...

Others Probably...

Physical Description

Anadi in their true form resemble human-sized spiders with a variety of colorations. Some tones look simple or muted while other remain striking and vibrant, with most patterns inherited from an anadi's parentage. A typical anadi measures five feet in length from their front legs to their rear legs when standing comfortably.

All anadi possesses the ability to transform into a human guise. This form can resemble any human ethnicity, but it's usually one that blends in with the region of an anadi's hatching. Anadi reach physical maturity after 13 years, going through multiple phases of molting along the way. A typical anadi lives to be about 80 years old.

Society

Anadi live in a communal society, sharing peaceful lives farming mushrooms or weaving warm blankets. Their culture places great value on cooperation and mutual respect. Due to this cultural upbringing, anadi often have issues facing severe conflict and often come off to other ancestries as very shy. Their history of dealing with arachnophobia in other peoples-which anadi understand is often instinctual and very difficult to control-likewise means that anadi do their best to be accommodating and comforting, even in situations that aren't necessarily fair to them.

Alignment and Religion

The cooperative nature of anadi society and their dislike of violence means many anadi lean toward good alignments. They're more often neutral than chaotic or lawful, though the latter aren't unheard of.

Legends say Grandmother Spider rescued anadi people from servitude and brought them to Golarion, becoming their patron deity in the process. Her values of mutual care and playful trickery interweave into anadi culture, and even those who don't worship her tell tales of her adventures.

Names

Anadi names are given by the members of the web marriage that raised them. Each parent contributes a single syllable, usually the first, from their own name. Older anadi who feel their identity has settled often take on or are given a phrase-title to honor them as well. Anadi who live among human populations rarely take a cover name, but some might adopt one if their given name strongly contrasts the norm in the local culture.

Sample Names

Altava, Anavachti, Strings-On-The-River Inkeelah, Kerialnamu, Maracha, Leaves-Shelter-Her-Feet Naiala, Orvasa, Reloana, Rivuken, Velachamon

Anadi Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Wisdom, Free

Attribute Flaw Constitution

Languages Anadi, Mwangi

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Iruxi, Kholo, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Anadi, Humanoid

Fangs You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.

Change Shape 1 (anadi, arcane, concentrate, polymorph, transmutation) You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't off-guard when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.

Anadi Heritages

Anadi are well-suited to survive in the wild, having developed diverse heritages even before the widespread use of transformation magic. Choose one of the following anadi heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Adaptive Anadi]

@UUID[Compendium.pf2e.heritages.Item.Polychromatic Anadi]

@UUID[Compendium.pf2e.heritages.Item.Snaring Anadi]

@UUID[Compendium.pf2e.heritages.Item.Spindly Anadi]

@UUID[Compendium.pf2e.heritages.Item.Venomous Anadi]

", + "content": "

Anadi people are reclusive, sapient spiders who hail from the jungles of southern Garund. Though they act in many ways like natural-born shapeshifters, their twin forms actually stem from carefully developed magic.


As a communal and peaceful people, anadi ancestors endeavored to establish trade with the neighbors of ttheir homeland. However, these anadi soon learned that most others found their appearance to be extremely objectionable. Wishing to avoid conflict, ancient anadi retreated into isolation until they could find a solution. The answer came when their greatest scholars innovated a fusion of transmutation and illusion magic that allowed them to assume a humanoid form. The technique was developed, perfected, and eventually taught to the overwhelming majority of anadi.

Early efforts with their new approach to diplomacy have yielded much better results, though sporadic contact means that some outsiders whisper false legends about anadi, such as claims that they are humans who transform into monstrous spiders at moonrise. Even contemporary explorers have reported anadi as human-spider hybrids. The anadi people of the current day strive to slowly but surely create a world where they no longer need to hide their true nature.

You Might...

Others Probably...

Physical Description

Anadi in their true form resemble human-sized spiders with a variety of colorations. Some tones look simple or muted while other remain striking and vibrant, with most patterns inherited from an anadi's parentage. A typical anadi measures five feet in length from their front legs to their rear legs when standing comfortably.

All anadi possesses the ability to transform into a human guise. This form can resemble any human ethnicity, but it's usually one that blends in with the region of an anadi's hatching. Anadi reach physical maturity after 13 years, going through multiple phases of molting along the way. A typical anadi lives to be about 80 years old.

Society

Anadi live in a communal society, sharing peaceful lives farming mushrooms or weaving warm blankets. Their culture places great value on cooperation and mutual respect. Due to this cultural upbringing, anadi often have issues facing severe conflict and often come off to other ancestries as very shy. Their history of dealing with arachnophobia in other peoples-which anadi understand is often instinctual and very difficult to control-likewise means that anadi do their best to be accommodating and comforting, even in situations that aren't necessarily fair to them.

Alignment and Religion

The cooperative nature of anadi society and their dislike of violence means many anadi lean toward good alignments. They're more often neutral than chaotic or lawful, though the latter aren't unheard of.

Legends say Grandmother Spider rescued anadi people from servitude and brought them to Golarion, becoming their patron deity in the process. Her values of mutual care and playful trickery interweave into anadi culture, and even those who don't worship her tell tales of her adventures.

Names

Anadi names are given by the members of the web marriage that raised them. Each parent contributes a single syllable, usually the first, from their own name. Older anadi who feel their identity has settled often take on or are given a phrase-title to honor them as well. Anadi who live among human populations rarely take a cover name, but some might adopt one if their given name strongly contrasts the norm in the local culture.

Sample Names

Altava, Anavachti, Strings-On-The-River Inkeelah, Kerialnamu, Maracha, Leaves-Shelter-Her-Feet Naiala, Orvasa, Reloana, Rivuken, Velachamon

Anadi Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Wisdom, Free

Attribute Flaw Constitution

Languages Anadi, Mwangi

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Iruxi, Kholo, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Anadi, Humanoid

Fangs You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.

Change Shape 1 (anadi, arcane, concentrate, polymorph, transmutation) You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't off-guard when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.

Anadi Heritages

Anadi are well-suited to survive in the wild, having developed diverse heritages even before the widespread use of transformation magic. Choose one of the following anadi heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Adaptive Anadi]

@UUID[Compendium.pf2e.heritages.Item.Polychromatic Anadi]

@UUID[Compendium.pf2e.heritages.Item.Snaring Anadi]

@UUID[Compendium.pf2e.heritages.Item.Spindly Anadi]

@UUID[Compendium.pf2e.heritages.Item.Venomous Anadi]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -30,18 +36,18 @@ }, { "_id": "dyusFHHyaQOaQhZ0", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Android", "sort": 200000, "src": null, "system": {}, "text": { - "content": "

Technological wonders from another world, androids have synthetic bodies and living souls. Their dual nature makes them quick-thinking and calm under pressure, but comfortable in stillness and solitude.


Androids first arrived on Golarion during the Rain of Stars, when an interstellar vessel from the far-off planet of Androffa crash-landed, scattering debris across Numeria. While some android survivors of this crash still walk Golarion today, most were created from the technological pods, known as foundries, that operate sporadically amid the starship's wreckage. Androids birthed from these mechanical wombs possess mature bodies and newborn souls, both organic and synthetic; they emerge knowing only their creators' language and the motor skills necessary for survival. They have no understanding of their surroundings, origin, or purpose. Most learn how to behave through keen observation while wandering Numeria.

Androids tend to be logical introverts, rational and contemplative. Insatiably curious, with an urge to understand themselves and the world around them, androids place great value on intellectual pursuits. They have difficulty interpreting and expressing emotions, both in themselves and in others, which makes them seem distant and uncaring. While androids can forge emotional bonds, they find it more difficult to connect with non-androids.

If you want a character that's a synthetic foreigner in a fantastic world, forced to learn the nuances of reality and society through the powers of observation and logic alone, you should play an android.

You Might...

Others Probably...

Physical Description

Androids were created in humanity's image; thus, foundries produce androids that represent all humankind. Androids display great diversity in coloration and ethnicity, height and body shape, and gender identity. Androids breathe, eat, and sleep like a human, although they're incapable of biological procreation. Their bodies contain microscopic nanites, transported by fluid too watery to be blood, that manage their organic processes. These nanites are controlled through biological circuitry that resembles tattoos and is typically located along an android's hands, forearms, face, or neck. Many androids can harness their nanites to increase their bodies' efficiency, causing the circuitry to glow.

Androids don't grow old. Instead, their organic appearance becomes less convincing over time, causing them to look more artificial. After a century, most androids feel their time coming to an end and willingly release their souls to the Boneyard to face Pharasma's judgment. Their bodies then shut down, entering a lifeless hibernation as their nanites begin restoration protocol and reset their synthetic bodies to their original manufactured state. After a few weeks, a new soul enters the android's form, triggering reinitialization. This process, called Renewal, is an event to be celebrated, akin to bearing a child. Those that die by violence can't Renew, so androids go to great lengths to protect themselves and their brethren from harm.

Society

Androids have a history of being exploited, enslaved, and destroyed by their Numerian neighbors, so they hide in order to survive. Most choose to keep their ancestry secret by integrating into human society or by adapting to a nomadic lifestyle. Some androids eschew humanity to live among their kind. Such groups often remain small by necessity; while a pair of androids can avoid danger through careful secrecy, large groups attract too much attention.

Android communities are efficient and highly organized. Each citizen understands their role and takes pride in filling it effectively. Debates and lectures frequently occur, as androids seek to understand themselves and their world through education and inquiry. These insular and secretive enclaves relocate when discovered.

Alignment and Religion

Most androids are neutral. They care for their own safety and that of their companions and their kind. Androids interested in religion usually worship Casandalee or Brigh, goddesses that unite invention and life. Other popular deities include Desna, Irori, and Gozreh.

Names

Androids adopt the naming conventions of their surrounding societies, while those raised among their own kind instead select a single name that utilizes Androffan phonology. Occasionally, such androids add a numerical designation to their names, denoting how many generations their body has hosted life as a kind of homage to their bloodline.

Sample Names

Anati, Daniv, Era-4, Feralia, Gelegor, Ilgos-5, Koresh, Oris, Prime, Urdun, Verity-3, Ymry

Android Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Intelligence, Free

Attribute Flaw Charisma

Languages Common, Androffan

Additional Languages equal to your Intelligence modifier (if positive). Choose from Chthonian, Empyreal, Draconic, Dwarven, Sakvroth, Utopian, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Android, Humanoid

Senses Low-Light Vision

Constructed Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.

Emotionally Unaware You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.

Android Heritages

@UUID[Compendium.pf2e.heritages.Item.Artisan Android]

@UUID[Compendium.pf2e.heritages.Item.Impersonator Android]

@UUID[Compendium.pf2e.heritages.Item.Laborer Android]

@UUID[Compendium.pf2e.heritages.Item.Polyglot Android]

@UUID[Compendium.pf2e.heritages.Item.Warrior Android]

", + "content": "

Technological wonders from another world, androids have synthetic bodies and living souls. Their dual nature makes them quick-thinking and calm under pressure, but comfortable in stillness and solitude.


Androids first arrived on Golarion during the Rain of Stars, when an interstellar vessel from the far-off planet of Androffa crash-landed, scattering debris across Numeria. While some android survivors of this crash still walk Golarion today, most were created from the technological pods, known as foundries, that operate sporadically amid the starship's wreckage. Androids birthed from these mechanical wombs possess mature bodies and newborn souls, both organic and synthetic; they emerge knowing only their creators' language and the motor skills necessary for survival. They have no understanding of their surroundings, origin, or purpose. Most learn how to behave through keen observation while wandering Numeria.

Androids tend to be logical introverts, rational and contemplative. Insatiably curious, with an urge to understand themselves and the world around them, androids place great value on intellectual pursuits. They have difficulty interpreting and expressing emotions, both in themselves and in others, which makes them seem distant and uncaring. While androids can forge emotional bonds, they find it more difficult to connect with non-androids.

If you want a character that's a synthetic foreigner in a fantastic world, forced to learn the nuances of reality and society through the powers of observation and logic alone, you should play an android.

You Might...

Others Probably...

Physical Description

Androids were created in humanity's image; thus, foundries produce androids that represent all humankind. Androids display great diversity in coloration and ethnicity, height and body shape, and gender identity. Androids breathe, eat, and sleep like a human, although they're incapable of biological procreation. Their bodies contain microscopic nanites, transported by fluid too watery to be blood, that manage their organic processes. These nanites are controlled through biological circuitry that resembles tattoos and is typically located along an android's hands, forearms, face, or neck. Many androids can harness their nanites to increase their bodies' efficiency, causing the circuitry to glow.

Androids don't grow old. Instead, their organic appearance becomes less convincing over time, causing them to look more artificial. After a century, most androids feel their time coming to an end and willingly release their souls to the Boneyard to face Pharasma's judgment. Their bodies then shut down, entering a lifeless hibernation as their nanites begin restoration protocol and reset their synthetic bodies to their original manufactured state. After a few weeks, a new soul enters the android's form, triggering reinitialization. This process, called Renewal, is an event to be celebrated, akin to bearing a child. Those that die by violence can't Renew, so androids go to great lengths to protect themselves and their brethren from harm.

Society

Androids have a history of being exploited, enslaved, and destroyed by their Numerian neighbors, so they hide in order to survive. Most choose to keep their ancestry secret by integrating into human society or by adapting to a nomadic lifestyle. Some androids eschew humanity to live among their kind. Such groups often remain small by necessity; while a pair of androids can avoid danger through careful secrecy, large groups attract too much attention.

Android communities are efficient and highly organized. Each citizen understands their role and takes pride in filling it effectively. Debates and lectures frequently occur, as androids seek to understand themselves and their world through education and inquiry. These insular and secretive enclaves relocate when discovered.

Alignment and Religion

Most androids are neutral. They care for their own safety and that of their companions and their kind. Androids interested in religion usually worship Casandalee or Brigh, goddesses that unite invention and life. Other popular deities include Desna, Irori, and Gozreh.

Names

Androids adopt the naming conventions of their surrounding societies, while those raised among their own kind instead select a single name that utilizes Androffan phonology. Occasionally, such androids add a numerical designation to their names, denoting how many generations their body has hosted life as a kind of homage to their bloodline.

Sample Names

Anati, Daniv, Era-4, Feralia, Gelegor, Ilgos-5, Koresh, Oris, Prime, Urdun, Verity-3, Ymry

Android Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Intelligence, Free

Attribute Flaw Charisma

Languages Common, Androffan

Additional Languages equal to your Intelligence modifier (if positive). Choose from Chthonian, Empyreal, Draconic, Dwarven, Sakvroth, Utopian, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Android, Humanoid

Senses Low-Light Vision

Constructed Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.

Emotionally Unaware You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.

Android Heritages

@UUID[Compendium.pf2e.heritages.Item.Artisan Android]

@UUID[Compendium.pf2e.heritages.Item.Impersonator Android]

@UUID[Compendium.pf2e.heritages.Item.Laborer Android]

@UUID[Compendium.pf2e.heritages.Item.Polyglot Android]

@UUID[Compendium.pf2e.heritages.Item.Warrior Android]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -52,18 +58,18 @@ }, { "_id": "19pE89qVIMELrZoY", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Athamaru", "sort": -14843, "src": null, "system": {}, "text": { - "content": "

Athamarus are fish-like humanoids who form tight-knit undersea communities. In small settlements, they engage in the subsistence farming of seaweed, train eels to serve as mounts, and create elaborate works of coral art. Their interactions with other aquatic ancestries are strained, as athamarus have suffered mistreatment at their hands. However, they remain curious about potential connections and what new opportunities may offer.

Athamarus define themselves by their connections to the world around them. They live in communal settings among coral reefs and aquatic companion creatures that encourage large families and friend groups. Athamaru settlements established near river or sea trade routes usually maintain strong relationships with the sailors who regularly pass by, exchanging coral jewelry or information about nearby sea routes for surface goods, especially root foods like tubers, yams, and other vegetables, which they see as delicacies.

If you want to play a character who values community and survives the sea through effort alone, you should play an athamaru.

You Might...

Others Probably...

Physical Description

Athamarus have a distinctive appearance that resembles fish. Their brightly colored skin often matches the reefs where they build their communities. Frills, barbels, and crested fins add to their flamboyant appearance. The sheer variety of crest shapes, scale patterns, and fin styles make individuals distinct, even as communities share features. These similarities are often environmentally advantageous, such as scales that allow them to blend into seaweed or longer toes in areas with stony seabeds.

Outsiders often note that athamarus have a distinctive smell, which comes from pheromones, used for both communication and defense. While the level of control varies, all athamarus can communicate basic emotions chemically, and individual settlements have unique variations to their pheromones that serve as a community fingerprint. Masters of pheromonal expression can communicate complex philosophical concepts purely chemically, occupying a role similar to master singers in other communities.

Athamarus value natural adornments that blur the lines between body modifications and jewelry. In areas where coral grows, tending reefs and their symbiotic species are highly valued tasks. Some fashion still-living specimens into earrings or cuffs, then gently guide the coral as it continues to grow. These pieces often stay in circulation for generations and are valued as living community history. Other uses of coral include integrating pieces in with the wearer's body in symbiosis, the coral providing nutrients and the athamaru ensuring access to sunlight and quality water.

Society

The largest population of athamarus lives in the underwater nation of Xidao in Tian Xia. There, smaller city-states follow their own government and leaders, though they have vowed to protect one another from the terrors of the deep should the need arise. The largest city-state, Yashabaru, has no direct control over the other settlements, but its leader serves as a figurehead for the region. Outside of Xidao, communities are more isolated and independent, though population centers include the Shackles, a reclusive settlement near Sedeq, and the large gulfs of Arcadia.

The smallest individual athamaru settlements might have only a dozen members, while the largest house hundreds. Athamaru communities connect with other aquatic inhabitants to build strong bonds that improve the quality of life for everyone involved. Animals are integrated into their communities as partners, particularly the domesticated eels that athamarus use as steeds. The eels generally roam freely, and athamarus train mounts from newly hatched elvers they raise.

Each community consists of genetically related athamarus, typically all born from a single parent. In most settlements, the parent is known as the matriarch and serves as the leader. When this parent nears the end of their life or otherwise stops laying eggs, several athamarus in the community choose to undergo certain physical changes, including an increase in size, to announce their intention to become the next matriarch. The decision to be considered a matriarch isn't taken lightly, as the eventual leadership role is responsible for the community's survival and continuation. Each community selects their next matriarch from these \"hopefuls\" in their own way. Such traditions include democratic elections, trials of knowledge, and contests of physicality involving deep diving or riding untamed wildlife. In Xidao, citystate matriarch candidates must present themselves to the High Matriarch and their council to be judged worthy of completing the transformation.

Sometimes young adults split off to create new communities, especially if resources become scarce or internal conflict escalates. If a group struggles as they establish a community, their former settlement often agrees to take them back if they agree to respect the extant leadership.

Other groups have mistreated athamarus in the past, so their communities maintain strong internal bonds. Athamarus consider it less risky to deal with each other first. While the most common activities between them are trade, communities also share information. Warnings about danger flow quickly. Safe opportunities are also shared, such as trustworthy land-dwellers and open markets. Such trust with outsiders, however, is easily lost and hard to regain. Most athamarus would rather flee—sometimes even uprooting an entire community—than risk open hostilities.

Athamaru names typically consist of three syllables. The first syllable is shared by all members of a generation, and the last two syllables identify an individual. When traveling outside their communities, they introduce themselves by their community name first. Some communities, particularly those in Xidao, break this convention, but those names still maintain a flow and identify athamarus hatched in the same year.

Sample Names

Aussandor, Cayiel, Corlena, Mithae, Onteac, Paquotal

Beliefs

Due to their community-minded nature, athamarus tend to favor beliefs and philosophies that focus on connection and aiding others. They are also aware that they sometimes require protection from the dangers of the sea, so some athamarus take on the roles of staunch guardians or religious figures who plead for intercession from sympathetic gods. Worship within a single community tends to favor one deity, with multiple temples being rare. In the Inner Sea, athamaru settlements typically revere the nature god Gozreh to strengthen their bonds with their surroundings or Erastil for guidance on forming healthy communities. In Tian Xia, the Duke of Thunder Hei Feng's favor is sought as athamarus navigate fickle seasons and politics, while those athamarus who guard the seas against horrors from the deep pray to the triad war gods Srikalis, Sritaming, and Sribaril for unwavering strength.

Popular Edicts

seek out new experiences away from your place of birth, lead your community to a better future

Popular Anathema

betray your community or otherwise knowingly do it harm

Athamaru Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 20 feet, Swim 25 feet

Attribute Boosts Strength Wisdom Free

Attribute Flaw Intelligence

Languages Common, Thalassic, Additional languages equal to your Intelligence modifier (if positive). Choose from Alghollthu, Azlanti, Fey, Tien, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Amphibious, Athamaru, Humanoid

Low-Light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Athamaru Heritages

Athamaru adaptations developed over centuries of underwater living while facing attacks from dangerous predators. Choose one of the following athamaru heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Coral Athamaru]

@UUID[Compendium.pf2e.heritages.Item.Hopeful Athamaru]

@UUID[Compendium.pf2e.heritages.Item.Kaleidoscopic Athamaru]

@UUID[Compendium.pf2e.heritages.Item.Quilled Athamaru]

", + "content": "

Athamarus are fish-like humanoids who form tight-knit undersea communities. In small settlements, they engage in the subsistence farming of seaweed, train eels to serve as mounts, and create elaborate works of coral art. Their interactions with other aquatic ancestries are strained, as athamarus have suffered mistreatment at their hands. However, they remain curious about potential connections and what new opportunities may offer.

Athamarus define themselves by their connections to the world around them. They live in communal settings among coral reefs and aquatic companion creatures that encourage large families and friend groups. Athamaru settlements established near river or sea trade routes usually maintain strong relationships with the sailors who regularly pass by, exchanging coral jewelry or information about nearby sea routes for surface goods, especially root foods like tubers, yams, and other vegetables, which they see as delicacies.

If you want to play a character who values community and survives the sea through effort alone, you should play an athamaru.

You Might...

Others Probably...

Physical Description

Athamarus have a distinctive appearance that resembles fish. Their brightly colored skin often matches the reefs where they build their communities. Frills, barbels, and crested fins add to their flamboyant appearance. The sheer variety of crest shapes, scale patterns, and fin styles make individuals distinct, even as communities share features. These similarities are often environmentally advantageous, such as scales that allow them to blend into seaweed or longer toes in areas with stony seabeds.

Outsiders often note that athamarus have a distinctive smell, which comes from pheromones, used for both communication and defense. While the level of control varies, all athamarus can communicate basic emotions chemically, and individual settlements have unique variations to their pheromones that serve as a community fingerprint. Masters of pheromonal expression can communicate complex philosophical concepts purely chemically, occupying a role similar to master singers in other communities.

Athamarus value natural adornments that blur the lines between body modifications and jewelry. In areas where coral grows, tending reefs and their symbiotic species are highly valued tasks. Some fashion still-living specimens into earrings or cuffs, then gently guide the coral as it continues to grow. These pieces often stay in circulation for generations and are valued as living community history. Other uses of coral include integrating pieces in with the wearer's body in symbiosis, the coral providing nutrients and the athamaru ensuring access to sunlight and quality water.

Society

The largest population of athamarus lives in the underwater nation of Xidao in Tian Xia. There, smaller city-states follow their own government and leaders, though they have vowed to protect one another from the terrors of the deep should the need arise. The largest city-state, Yashabaru, has no direct control over the other settlements, but its leader serves as a figurehead for the region. Outside of Xidao, communities are more isolated and independent, though population centers include the Shackles, a reclusive settlement near Sedeq, and the large gulfs of Arcadia.

The smallest individual athamaru settlements might have only a dozen members, while the largest house hundreds. Athamaru communities connect with other aquatic inhabitants to build strong bonds that improve the quality of life for everyone involved. Animals are integrated into their communities as partners, particularly the domesticated eels that athamarus use as steeds. The eels generally roam freely, and athamarus train mounts from newly hatched elvers they raise.

Each community consists of genetically related athamarus, typically all born from a single parent. In most settlements, the parent is known as the matriarch and serves as the leader. When this parent nears the end of their life or otherwise stops laying eggs, several athamarus in the community choose to undergo certain physical changes, including an increase in size, to announce their intention to become the next matriarch. The decision to be considered a matriarch isn't taken lightly, as the eventual leadership role is responsible for the community's survival and continuation. Each community selects their next matriarch from these \"hopefuls\" in their own way. Such traditions include democratic elections, trials of knowledge, and contests of physicality involving deep diving or riding untamed wildlife. In Xidao, citystate matriarch candidates must present themselves to the High Matriarch and their council to be judged worthy of completing the transformation.

Sometimes young adults split off to create new communities, especially if resources become scarce or internal conflict escalates. If a group struggles as they establish a community, their former settlement often agrees to take them back if they agree to respect the extant leadership.

Other groups have mistreated athamarus in the past, so their communities maintain strong internal bonds. Athamarus consider it less risky to deal with each other first. While the most common activities between them are trade, communities also share information. Warnings about danger flow quickly. Safe opportunities are also shared, such as trustworthy land-dwellers and open markets. Such trust with outsiders, however, is easily lost and hard to regain. Most athamarus would rather flee—sometimes even uprooting an entire community—than risk open hostilities.

Athamaru names typically consist of three syllables. The first syllable is shared by all members of a generation, and the last two syllables identify an individual. When traveling outside their communities, they introduce themselves by their community name first. Some communities, particularly those in Xidao, break this convention, but those names still maintain a flow and identify athamarus hatched in the same year.

Sample Names

Aussandor, Cayiel, Corlena, Mithae, Onteac, Paquotal

Beliefs

Due to their community-minded nature, athamarus tend to favor beliefs and philosophies that focus on connection and aiding others. They are also aware that they sometimes require protection from the dangers of the sea, so some athamarus take on the roles of staunch guardians or religious figures who plead for intercession from sympathetic gods. Worship within a single community tends to favor one deity, with multiple temples being rare. In the Inner Sea, athamaru settlements typically revere the nature god Gozreh to strengthen their bonds with their surroundings or Erastil for guidance on forming healthy communities. In Tian Xia, the Duke of Thunder Hei Feng's favor is sought as athamarus navigate fickle seasons and politics, while those athamarus who guard the seas against horrors from the deep pray to the triad war gods Srikalis, Sritaming, and Sribaril for unwavering strength.

Popular Edicts

seek out new experiences away from your place of birth, lead your community to a better future

Popular Anathema

betray your community or otherwise knowingly do it harm

Athamaru Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 20 feet, Swim 25 feet

Attribute Boosts Strength Wisdom Free

Attribute Flaw Intelligence

Languages Common, Thalassic, Additional languages equal to your Intelligence modifier (if positive). Choose from Alghollthu, Azlanti, Fey, Tien, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Amphibious, Athamaru, Humanoid

Low-Light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Athamaru Heritages

Athamaru adaptations developed over centuries of underwater living while facing attacks from dangerous predators. Choose one of the following athamaru heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Coral Athamaru]

@UUID[Compendium.pf2e.heritages.Item.Hopeful Athamaru]

@UUID[Compendium.pf2e.heritages.Item.Kaleidoscopic Athamaru]

@UUID[Compendium.pf2e.heritages.Item.Quilled Athamaru]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -74,18 +80,18 @@ }, { "_id": "rsx8cRI20oEDgfQh", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Automaton", "sort": 400000, "src": null, "system": {}, "text": { - "content": "

These intelligent constructs house actual souls and represent what remains of a dying empire's last attempt at greatness. Automatons combine technological ingenuity with magical power, creating a blended being wholly unique to Golarion.


The Jistka Imperium was the first major human civilization to emerge after Earthfall, arising around the area that would later become Rahadoum and enduring for seven centuries thanks to great advancements in civics and the sciences. However, Jistka's leaders often favored aggressive uses of technology, and early advances paved the way for arrogance, petty infighting, and corruption. The Jistka Imperium's expansionist tendencies and lack of diplomacy earned the Imperium many enemies over the course of its existence. The most notable of these foes was the empire of Ancient Osirion. Osirion's enmity ultimately sealed the Imperium's fate, as they employed clever and depraved magic that proved more than a match for Jistka's legendary golem army, even when the Jistkans began to cut corners and bind fiends into their golems. In a desperate attempt to fight back against internal corruption and external pressures, a cabal of concerned Jistkans formed the Artificer Conclave to develop new technologies to stave off the Imperium's collapse and return Jistka to its former glory. The most successful of these developments were automatons, which the Conclave believed to be the pinnacle of Jistkan constructs-or at least, the last hope for Jistka's salvation. Conclave creators transplanted the mind, life force, and soul of Jistkan individuals into these constructs, creating magical and technological marvels powered by the life energy of the greatest warriors and scholars the organization could recruit. Unfortunately, despite the Conclave's best efforts, the automatons' arrival happened too late to save the already doomed Imperium. The empire collapsed, leaving automatons to fend for themselves.

The exceptional and forward-thinking construction of automatons means that a fair number remain today, millennia later, scattered to the winds. However, the passage of time has revealed one of automatons' greatest weaknesses: their mortal psyches. Only the strongest willed have managed to retain their memories, sense of self, and lucidity after all this time. As each automaton remains as unique as any living person on Golarion; a given automaton has their own personality, shaped by countless experiences. Most automatons behave reclusively, preferring to avoid others due to fear of attachment or misunderstanding. Even automatons who are more willing to live in the open understand that their unique nature makes them a prime target for hunters, scholars, or worse. Rare is the automaton that lives without the regular occurrence of distrust or worry.

You Might...

Others Probably...

Physical Description

Automatons share a common construction-a blend of magically treated metals and stone. This design allows automatons to withstand the rigors of direct combat and makes them particularly hardy. Their heavy bodies can move just as quickly as other combatants, making automatons intimidating foes. The design of an automaton varies depending on the needs of its role. Most automatons have a basic humanoid shape, though some instead have shapes that closely resemble animals. The majority of automatons have a single eye that glows with a dim, magical light. Each also contains a powerful artifact that both houses its individual soul and uses a combination of life and planar energy for power. These automaton cores are marvels of magical engineering whose method of creation has been lost to time.

As constructs, automatons typically don't need to breathe, eat, or sleep; however, the body of an automaton needs to vent an imperceivable magical exhaust at a constant rate. This venting process requires breathable air to prevent a buildup of exhaust that can clog the automaton's systems, sometimes to fatal effect. Thus, automatons can still suffocate much like living creatures. Though they don't sleep, automatons require a period of magical recalibration and restoration which stabilizes the energies within their core. Without this process, an automaton core is incapable of fully powering the automaton and they enter an inefficient state (similar to a humanoid who doesn't get 8 hours of sleep).

Automatons don't age and the design of their cores grants them a seemingly endless power source. Many automatons that exist today are thousands of years old, their bodies as efficient as the day of their creation, even if their minds might have deteriorated with the strain of the ages. Automatons lost over time typically met violent ends. An automaton's body is just as vulnerable to destruction as any other construct, though destroying an automaton core is more difficult. As such, an automaton's soul might remain trapped within its core for years after the destruction of its body. This was the intent of the original creators, who hoped to provide functional immortality. However, in reality, the destruction of the body more often leads to a malfunction, requiring magical intervention such as resurrection magic to restore the automaton completely. In the case of the core's destruction, or if it malfunctions catastrophically enough that it can no longer hold the soul, the core releases the spirit to the River of Souls.

In some cases, an automaton can learn how to consciously or subconsciously influence its core. These automatons eventually learn how to release their souls from their cores, allowing their souls to move on when they feel they have achieved a satisfying life. This act leaves the automaton as a mindless construct, typically still active but no longer capable of anything but aimless wandering and occasional acts of self-defense.

Society

Due to the disparate fates of automatons, many of them lead solitary lives. There are a few cases of automatons originally designed to work together, such as groups of warriors, who remain as a team and dwell together in hideouts or travel together as wanderers. These groups are few and far between, however, and automaton settlements are even rarer. The only pockets of automatons that begin to resemble settlements typically hide among the ruins of Jistka. These groups can hold dozens of automatons, but any attempts to contact or visit them tend to be fruitless. Such gatherings are especially secretive, and the resident automatons will protect their homes at any cost.

Automatons are far more likely to encounter other ancestries. Depending on the automaton's personality, this encounter could go a number of ways, ranging from extreme secrecy to open visitation. An automaton's unique appearance makes them stand out regardless of where they're found, but most others look upon them with awe or curiosity rather than fear. Magical constructs aren't an alien concept across Golarion, but many of them are mindless. After making it past the initial shock of a thinking construct, it's often not difficult for most grasp how to engage with an automaton. However, automatons are more likely to find the semblance of an everyday life in large cities like Absalom, Azir, or Quantium. Regardless of where they go, an automaton must remain on the lookout for those who would attempt to take their body for study or to access their core.

Alignment and Religion

The people of the Jistka Imperium saw the aeons of Axis as ideal beings whose behavior was worthy of emulation, so many Jistkans were lawful neutral. Since many automatons contain Jistkan souls, most automatons are lawful neutral, or at least lawful in some capacity. Over the centuries, however, a fair number of automatons have drifted toward neutral alignments as their outlooks change without a primary society or set of ideals upon which to cling. Automatons tend to worship gods of technology or magic like Brigh and Nethys, or various monitor demigods. Worship of Irori and Pharasma are somewhat common among automatons as well. Pharasmin automatons likely learn how to release their souls from their cores, and often choose to do so. Though they are ancient beings from long before the time of Casandalee, a small number of automatons have recognized the new artificial goddess as a kindred spirit.

Names

An automaton typically keeps the name they had before their transformation into a construct, if they can remember it. Even when other memories fade, memory of their name often remains. As such, many automatons have names with Jistkan origins. Second most common are automatons who had to give themselves a new name, as they lost their memories of the old one at some point. Those automatons that particularly believed in the cause of the Artificer Conclave might instead take the name of one of the conclave's members in honor of the cause that they gave their body to support. Some automatons prefer to change their names over their lifetimes, either selecting a new name from a culture they encountered or adding a title to represent a significant moment in their lives. In some cases an automaton will use a particularly cherished title in place of any other name.

Sample Names

Alnhaman, Busmin, The Doleful, Enoh, Himar, Kantral, The Kindred, Numinar, Scholar, Tehkis, Wayfarer, Yulmian

Automaton Mechanics

Rarity Rare

Hit Points 8

Size Medium or Small

Speed 25 feet

Attribute Boosts Strength, Free

Languages Common, Utopian

Additional Languages equal to your Intelligence modifier (if positive). Choose from Chthonian, Diabolic, Dwarven, Elven, Empyreal, Petran, Pyric, Sussuran, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region). At the GM's discretion, if you still have memories from your time in Jistka, you might speak Jistka instead of Common.

Traits Automaton, Construct

Senses Low-Light Vision

Automaton Core Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via vitality energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points.

Constructed Body Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours.

Automaton Heritages

@UUID[Compendium.pf2e.heritages.Item.Hunter Automaton]

@UUID[Compendium.pf2e.heritages.Item.Mage Automaton]

@UUID[Compendium.pf2e.heritages.Item.Sharpshooter Automaton]

@UUID[Compendium.pf2e.heritages.Item.Warrior Automaton]

", + "content": "

These intelligent constructs house actual souls and represent what remains of a dying empire's last attempt at greatness. Automatons combine technological ingenuity with magical power, creating a blended being wholly unique to Golarion.


The Jistka Imperium was the first major human civilization to emerge after Earthfall, arising around the area that would later become Rahadoum and enduring for seven centuries thanks to great advancements in civics and the sciences. However, Jistka's leaders often favored aggressive uses of technology, and early advances paved the way for arrogance, petty infighting, and corruption. The Jistka Imperium's expansionist tendencies and lack of diplomacy earned the Imperium many enemies over the course of its existence. The most notable of these foes was the empire of Ancient Osirion. Osirion's enmity ultimately sealed the Imperium's fate, as they employed clever and depraved magic that proved more than a match for Jistka's legendary golem army, even when the Jistkans began to cut corners and bind fiends into their golems. In a desperate attempt to fight back against internal corruption and external pressures, a cabal of concerned Jistkans formed the Artificer Conclave to develop new technologies to stave off the Imperium's collapse and return Jistka to its former glory. The most successful of these developments were automatons, which the Conclave believed to be the pinnacle of Jistkan constructs-or at least, the last hope for Jistka's salvation. Conclave creators transplanted the mind, life force, and soul of Jistkan individuals into these constructs, creating magical and technological marvels powered by the life energy of the greatest warriors and scholars the organization could recruit. Unfortunately, despite the Conclave's best efforts, the automatons' arrival happened too late to save the already doomed Imperium. The empire collapsed, leaving automatons to fend for themselves.

The exceptional and forward-thinking construction of automatons means that a fair number remain today, millennia later, scattered to the winds. However, the passage of time has revealed one of automatons' greatest weaknesses: their mortal psyches. Only the strongest willed have managed to retain their memories, sense of self, and lucidity after all this time. As each automaton remains as unique as any living person on Golarion; a given automaton has their own personality, shaped by countless experiences. Most automatons behave reclusively, preferring to avoid others due to fear of attachment or misunderstanding. Even automatons who are more willing to live in the open understand that their unique nature makes them a prime target for hunters, scholars, or worse. Rare is the automaton that lives without the regular occurrence of distrust or worry.

You Might...

Others Probably...

Physical Description

Automatons share a common construction-a blend of magically treated metals and stone. This design allows automatons to withstand the rigors of direct combat and makes them particularly hardy. Their heavy bodies can move just as quickly as other combatants, making automatons intimidating foes. The design of an automaton varies depending on the needs of its role. Most automatons have a basic humanoid shape, though some instead have shapes that closely resemble animals. The majority of automatons have a single eye that glows with a dim, magical light. Each also contains a powerful artifact that both houses its individual soul and uses a combination of life and planar energy for power. These automaton cores are marvels of magical engineering whose method of creation has been lost to time.

As constructs, automatons typically don't need to breathe, eat, or sleep; however, the body of an automaton needs to vent an imperceivable magical exhaust at a constant rate. This venting process requires breathable air to prevent a buildup of exhaust that can clog the automaton's systems, sometimes to fatal effect. Thus, automatons can still suffocate much like living creatures. Though they don't sleep, automatons require a period of magical recalibration and restoration which stabilizes the energies within their core. Without this process, an automaton core is incapable of fully powering the automaton and they enter an inefficient state (similar to a humanoid who doesn't get 8 hours of sleep).

Automatons don't age and the design of their cores grants them a seemingly endless power source. Many automatons that exist today are thousands of years old, their bodies as efficient as the day of their creation, even if their minds might have deteriorated with the strain of the ages. Automatons lost over time typically met violent ends. An automaton's body is just as vulnerable to destruction as any other construct, though destroying an automaton core is more difficult. As such, an automaton's soul might remain trapped within its core for years after the destruction of its body. This was the intent of the original creators, who hoped to provide functional immortality. However, in reality, the destruction of the body more often leads to a malfunction, requiring magical intervention such as resurrection magic to restore the automaton completely. In the case of the core's destruction, or if it malfunctions catastrophically enough that it can no longer hold the soul, the core releases the spirit to the River of Souls.

In some cases, an automaton can learn how to consciously or subconsciously influence its core. These automatons eventually learn how to release their souls from their cores, allowing their souls to move on when they feel they have achieved a satisfying life. This act leaves the automaton as a mindless construct, typically still active but no longer capable of anything but aimless wandering and occasional acts of self-defense.

Society

Due to the disparate fates of automatons, many of them lead solitary lives. There are a few cases of automatons originally designed to work together, such as groups of warriors, who remain as a team and dwell together in hideouts or travel together as wanderers. These groups are few and far between, however, and automaton settlements are even rarer. The only pockets of automatons that begin to resemble settlements typically hide among the ruins of Jistka. These groups can hold dozens of automatons, but any attempts to contact or visit them tend to be fruitless. Such gatherings are especially secretive, and the resident automatons will protect their homes at any cost.

Automatons are far more likely to encounter other ancestries. Depending on the automaton's personality, this encounter could go a number of ways, ranging from extreme secrecy to open visitation. An automaton's unique appearance makes them stand out regardless of where they're found, but most others look upon them with awe or curiosity rather than fear. Magical constructs aren't an alien concept across Golarion, but many of them are mindless. After making it past the initial shock of a thinking construct, it's often not difficult for most grasp how to engage with an automaton. However, automatons are more likely to find the semblance of an everyday life in large cities like Absalom, Azir, or Quantium. Regardless of where they go, an automaton must remain on the lookout for those who would attempt to take their body for study or to access their core.

Alignment and Religion

The people of the Jistka Imperium saw the aeons of Axis as ideal beings whose behavior was worthy of emulation, so many Jistkans were lawful neutral. Since many automatons contain Jistkan souls, most automatons are lawful neutral, or at least lawful in some capacity. Over the centuries, however, a fair number of automatons have drifted toward neutral alignments as their outlooks change without a primary society or set of ideals upon which to cling. Automatons tend to worship gods of technology or magic like Brigh and Nethys, or various monitor demigods. Worship of Irori and Pharasma are somewhat common among automatons as well. Pharasmin automatons likely learn how to release their souls from their cores, and often choose to do so. Though they are ancient beings from long before the time of Casandalee, a small number of automatons have recognized the new artificial goddess as a kindred spirit.

Names

An automaton typically keeps the name they had before their transformation into a construct, if they can remember it. Even when other memories fade, memory of their name often remains. As such, many automatons have names with Jistkan origins. Second most common are automatons who had to give themselves a new name, as they lost their memories of the old one at some point. Those automatons that particularly believed in the cause of the Artificer Conclave might instead take the name of one of the conclave's members in honor of the cause that they gave their body to support. Some automatons prefer to change their names over their lifetimes, either selecting a new name from a culture they encountered or adding a title to represent a significant moment in their lives. In some cases an automaton will use a particularly cherished title in place of any other name.

Sample Names

Alnhaman, Busmin, The Doleful, Enoh, Himar, Kantral, The Kindred, Numinar, Scholar, Tehkis, Wayfarer, Yulmian

Automaton Mechanics

Rarity Rare

Hit Points 8

Size Medium or Small

Speed 25 feet

Attribute Boosts Strength, Free

Languages Common, Utopian

Additional Languages equal to your Intelligence modifier (if positive). Choose from Chthonian, Diabolic, Dwarven, Elven, Empyreal, Petran, Pyric, Sussuran, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region). At the GM's discretion, if you still have memories from your time in Jistka, you might speak Jistka instead of Common.

Traits Automaton, Construct

Senses Low-Light Vision

Automaton Core Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via vitality energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points.

Constructed Body Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours.

Automaton Heritages

@UUID[Compendium.pf2e.heritages.Item.Hunter Automaton]

@UUID[Compendium.pf2e.heritages.Item.Mage Automaton]

@UUID[Compendium.pf2e.heritages.Item.Sharpshooter Automaton]

@UUID[Compendium.pf2e.heritages.Item.Warrior Automaton]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -96,18 +102,18 @@ }, { "_id": "jX3VHEFgpqqUy0aP", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Awakened Animal", "sort": 500000, "src": null, "system": {}, "text": { - "content": "

You once enjoyed the simple and boundless pleasures of nature with an innocent, uncluttered mind. You lived from moment to moment, never questioning what comes next or pondering the ramifications of what happened before. You were at one with the wild. Then came the event that changed everything. You drank from a glowing lake, someone pulled a magical prank, a druid sought to elevate your mind. You were pulled out of the present moment of the wild and into a land of thought. For the first time, you realized you had a past.

For the first time, you started to think about your future. Now you experience the world in a whole new way. You become aware of dangers that never occurred to you before, but there are pleasures and wonders aplenty in this new world, too. That's a good thing, because there's no going back to how things were.

Awakened animals were normal animals that underwent an experience that awakened their minds, giving them full intelligence and the ability to perceive the world through a lens of thought. There are many mysterious ways for animals to awaken, but the most well-known path is through the ritual awaken animal.

Every animal takes the process of awakening differently. For some, the opening of their mind is electric, allowing them to perceive and ponder the world like never before. Others are overwhelmed by emotions and thoughts that they didn't ask for and weren't ready to hold. Most people who would awaken an animal assume that the animal they awaken will be full of wonder and gratitude and aren't prepared for the wide variety of responses they receive: shock, sadness, euphoria, curiosity, and anger are common (but not the only ones).

No matter how an awakened animal reacts, they still must find their way in the world. Some awakened animals try to go back to their lives but almost always find themselves disconnected from their unawakened peers. Others embrace the civilized world entirely, doing their best to navigate a world built for humanoids. Over time, awakened animals find themselves moving between both the civilized world and the wild, for each holds only a part of what they need from life.

If you want to play a character who is extremely outside the norm and crosses between the civilized and natural worlds, you should play an awakened animal.

You Might...

Negotiate between humanoid societies and creatures of the wilderness.

Others Probably...

Physical Description

Awakened animals are very similar in appearance to the animals they once were. From a glance, it is difficult for humanoids to tell an awakened animal apart from others of its species. On closer inspection, most humanoids notice something different about the eyes and movements of an awakened animal. The awakened animal carries themself in a way that is self-aware, and even those who don't know that the animal is awakened feel that difference. Often awakened animals take on the practice of wearing clothing and other adornments, and using tools, which truly make their awakened nature obvious.

Animals recognize awakened animals instantly and react with trepidation at first. If welcomed, eventually the animal will settle and approach the awakened animal. It takes a long time for an animal to be truly comfortable around its awakened brethren, but over time it can happen.

Traumatic awakenings sometimes create stunning visual differences in an awakened animal. There are tales of awakened bears with flame-red fur and birds with ghostly feathers.

Society

Awakened animals are rare enough and separate enough that few find themselves traveling together, let alone making their own societies. Awakened animals often settle into the societies that are close by, integrating in disguise as a \"typical\" animal or overtly as craftspeople and laborers. While an awakened animal may decide that humanoid society is not for them, those that stay do not find much trouble in adapting. Most places in Golarion have seen enough that people get over their initial shock at seeing a talking house cat or songbird quickly.

Awakened animals who have turned their back on \"civilized\" life tend to create animal societies that they are the natural rulers and leaders of. They use their intelligence to create order and structure that animals of their type wouldn't otherwise be able to do. There are tales in Ustalav of large wolf packs made of several combined packs led by an awakened wolf. The pack roams the countryside, protecting villages from incursions of undead. In Isger, merchants tell tales of bears who attack caravans, but do only enough damage to steal the goods before leaving.

There are also rumors of a city full of awakened animals in Iobaria named Roam. Most awakened animals hear about it at some point in their lives. Some think of it as a fanciful dream, but many do attempt to find it. Roam is said to be the true home of all awakened animals, a place where their intellect and wild spirits are equally welcome.

Animals use their senses to identify others instead of names, so their relationship with naming tends to reflect that. They might give friends nicknames that correspond to vivid feelings and sensory information. They often do this for themselves as well, only straying from these conventions if they are using a name they were given as a pet or companion or if they are trying to follow the conventions of the society around them. Sometimes they blend their instinctual approach with a more conventional name to create something bombastic and proud.

Sample Names

Redfur, Snarling Eye, King Halfhorn, Blacknose, Jewelmouth, Queen Scale, Yellowbeak, Bigclaw, Grinning Maw, Scowl

Beliefs

Awakened animals tend to see the world through a lens of natural order. Those who are unsettled by humans or have been traumatized by them typically live within nature, while those driven by curiosity or structure seek to find a place in the more ordered and rule-bound nature of humanoid society.

There is no uniform religion among awakened animals, but it is unsurprising that gods with domains in the natural world, like Gozreh, are popular. There are small groups of awakened animals who worship destructive gods such as Lamashtu and Rovagug. Those who were awakened by a companion might adopt that companion's outlook, and possibly adopt that companion's religion as well.

Popular Edicts explore your newfound sentience, enjoy the creature comforts of humanoid civilization; often other edicts related to your animal side, such as \"keep the pack together\" for a canine or \"always wash your food\" for a raccoon

Popular Anathema revert to purely animalistic behaviors

Awakened Animal Mechanics

Rarity Rare

Hit Points Your ancestry Hit Points depend on the size you choose (see below): 6 HP if you're Tiny or Small, 8 HP if you're Medium, or 10 HP if you're Large.

Size Choose the size appropriate to your animal: Tiny, Small, Medium, or Large

Speed Determined by your heritage

Attribute Boosts Constitution, Wisdom, Free

Attribute Flaw Intelligence

Languages Common, Additional languages equal to your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

Traits Awakened Animal, Beast

Awakened Form Awakening altered your form, enabling you to speak verbally and stand on two legs. You can wear, hold, wield, and use items. Which limbs you use to manipulate items and how many are determined by you and your GM, but for the rules you function like a humanoid with two hands.

Awakened Mind Awakening altered your mind. You are no longer an animal, but you can still ask questions of, receive answers from, and use the Diplomacy skill with animals of your kind. By remembering your instincts, you can allow yourself to be affected by spells and other effects as though you were an animal.

Awakened Animal Heritages

Animals come in a wide variety of body shapes with their own capabilities. Choose one of the following awakened animal heritages at 1st level. If you are an awakened animal with a versatile heritage, you still select one awakened animal heritage to inform your character's story and cosmetic form, but you do not gain any of its mechanical effects, though you have a land Speed of 20 feet unless you choose to be aquatic, in which case you have a swim Speed of 20 feet. You can take the Late Awakener feat to gain the rest of your heritage's effects and qualify for feats that require a specific awakened animal heritage.

@UUID[Compendium.pf2e.heritages.Item.Climbing Animal]

@UUID[Compendium.pf2e.heritages.Item.Flying Animal]

@UUID[Compendium.pf2e.heritages.Item.Running Animal]

@UUID[Compendium.pf2e.heritages.Item.Swimming Animal]

", + "content": "

You once enjoyed the simple and boundless pleasures of nature with an innocent, uncluttered mind. You lived from moment to moment, never questioning what comes next or pondering the ramifications of what happened before. You were at one with the wild. Then came the event that changed everything. You drank from a glowing lake, someone pulled a magical prank, a druid sought to elevate your mind. You were pulled out of the present moment of the wild and into a land of thought. For the first time, you realized you had a past.

For the first time, you started to think about your future. Now you experience the world in a whole new way. You become aware of dangers that never occurred to you before, but there are pleasures and wonders aplenty in this new world, too. That's a good thing, because there's no going back to how things were.

Awakened animals were normal animals that underwent an experience that awakened their minds, giving them full intelligence and the ability to perceive the world through a lens of thought. There are many mysterious ways for animals to awaken, but the most well-known path is through the ritual awaken animal.

Every animal takes the process of awakening differently. For some, the opening of their mind is electric, allowing them to perceive and ponder the world like never before. Others are overwhelmed by emotions and thoughts that they didn't ask for and weren't ready to hold. Most people who would awaken an animal assume that the animal they awaken will be full of wonder and gratitude and aren't prepared for the wide variety of responses they receive: shock, sadness, euphoria, curiosity, and anger are common (but not the only ones).

No matter how an awakened animal reacts, they still must find their way in the world. Some awakened animals try to go back to their lives but almost always find themselves disconnected from their unawakened peers. Others embrace the civilized world entirely, doing their best to navigate a world built for humanoids. Over time, awakened animals find themselves moving between both the civilized world and the wild, for each holds only a part of what they need from life.

If you want to play a character who is extremely outside the norm and crosses between the civilized and natural worlds, you should play an awakened animal.

You Might...

Negotiate between humanoid societies and creatures of the wilderness.

Others Probably...

Physical Description

Awakened animals are very similar in appearance to the animals they once were. From a glance, it is difficult for humanoids to tell an awakened animal apart from others of its species. On closer inspection, most humanoids notice something different about the eyes and movements of an awakened animal. The awakened animal carries themself in a way that is self-aware, and even those who don't know that the animal is awakened feel that difference. Often awakened animals take on the practice of wearing clothing and other adornments, and using tools, which truly make their awakened nature obvious.

Animals recognize awakened animals instantly and react with trepidation at first. If welcomed, eventually the animal will settle and approach the awakened animal. It takes a long time for an animal to be truly comfortable around its awakened brethren, but over time it can happen.

Traumatic awakenings sometimes create stunning visual differences in an awakened animal. There are tales of awakened bears with flame-red fur and birds with ghostly feathers.

Society

Awakened animals are rare enough and separate enough that few find themselves traveling together, let alone making their own societies. Awakened animals often settle into the societies that are close by, integrating in disguise as a \"typical\" animal or overtly as craftspeople and laborers. While an awakened animal may decide that humanoid society is not for them, those that stay do not find much trouble in adapting. Most places in Golarion have seen enough that people get over their initial shock at seeing a talking house cat or songbird quickly.

Awakened animals who have turned their back on \"civilized\" life tend to create animal societies that they are the natural rulers and leaders of. They use their intelligence to create order and structure that animals of their type wouldn't otherwise be able to do. There are tales in Ustalav of large wolf packs made of several combined packs led by an awakened wolf. The pack roams the countryside, protecting villages from incursions of undead. In Isger, merchants tell tales of bears who attack caravans, but do only enough damage to steal the goods before leaving.

There are also rumors of a city full of awakened animals in Iobaria named Roam. Most awakened animals hear about it at some point in their lives. Some think of it as a fanciful dream, but many do attempt to find it. Roam is said to be the true home of all awakened animals, a place where their intellect and wild spirits are equally welcome.

Animals use their senses to identify others instead of names, so their relationship with naming tends to reflect that. They might give friends nicknames that correspond to vivid feelings and sensory information. They often do this for themselves as well, only straying from these conventions if they are using a name they were given as a pet or companion or if they are trying to follow the conventions of the society around them. Sometimes they blend their instinctual approach with a more conventional name to create something bombastic and proud.

Sample Names

Redfur, Snarling Eye, King Halfhorn, Blacknose, Jewelmouth, Queen Scale, Yellowbeak, Bigclaw, Grinning Maw, Scowl

Beliefs

Awakened animals tend to see the world through a lens of natural order. Those who are unsettled by humans or have been traumatized by them typically live within nature, while those driven by curiosity or structure seek to find a place in the more ordered and rule-bound nature of humanoid society.

There is no uniform religion among awakened animals, but it is unsurprising that gods with domains in the natural world, like Gozreh, are popular. There are small groups of awakened animals who worship destructive gods such as Lamashtu and Rovagug. Those who were awakened by a companion might adopt that companion's outlook, and possibly adopt that companion's religion as well.

Popular Edicts explore your newfound sentience, enjoy the creature comforts of humanoid civilization; often other edicts related to your animal side, such as \"keep the pack together\" for a canine or \"always wash your food\" for a raccoon

Popular Anathema revert to purely animalistic behaviors

Awakened Animal Mechanics

Rarity Rare

Hit Points Your ancestry Hit Points depend on the size you choose (see below): 6 HP if you're Tiny or Small, 8 HP if you're Medium, or 10 HP if you're Large.

Size Choose the size appropriate to your animal: Tiny, Small, Medium, or Large

Speed Determined by your heritage

Attribute Boosts Constitution, Wisdom, Free

Attribute Flaw Intelligence

Languages Common, Additional languages equal to your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

Traits Awakened Animal, Beast

Awakened Form Awakening altered your form, enabling you to speak verbally and stand on two legs. You can wear, hold, wield, and use items. Which limbs you use to manipulate items and how many are determined by you and your GM, but for the rules you function like a humanoid with two hands.

Awakened Mind Awakening altered your mind. You are no longer an animal, but you can still ask questions of, receive answers from, and use the Diplomacy skill with animals of your kind. By remembering your instincts, you can allow yourself to be affected by spells and other effects as though you were an animal.

Awakened Animal Heritages

Animals come in a wide variety of body shapes with their own capabilities. Choose one of the following awakened animal heritages at 1st level. If you are an awakened animal with a versatile heritage, you still select one awakened animal heritage to inform your character's story and cosmetic form, but you do not gain any of its mechanical effects, though you have a land Speed of 20 feet unless you choose to be aquatic, in which case you have a swim Speed of 20 feet. You can take the Late Awakener feat to gain the rest of your heritage's effects and qualify for feats that require a specific awakened animal heritage.

@UUID[Compendium.pf2e.heritages.Item.Climbing Animal]

@UUID[Compendium.pf2e.heritages.Item.Flying Animal]

@UUID[Compendium.pf2e.heritages.Item.Running Animal]

@UUID[Compendium.pf2e.heritages.Item.Swimming Animal]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -118,18 +124,18 @@ }, { "_id": "SNhp04cirQnnBTbb", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Azarketi", "sort": -6640, "src": null, "system": {}, "text": { - "content": "

Azarketis, inheritors of a shattered empire's legacy, hold their proud traditions close but still surface to interact with the rest of the world.

The aquatic humanoids of the Inner Sea share a somber and burdened history. Most refer to these aquatic peoples as gillmen or sometimes Low Azlanti, though they typically refer to themselves as azarketi, an Azlanti word that translates roughly to \"people of the seas.\" After Earthfall, these proud humans were mutated into aquatic servants by their alghollthu foes. Feeling like they don't fully belong with their human brethren nor with the sea that binds them, many azarketis struggle for a sense of identity and purpose. Though they remain distrusted by the surface dwellers, azarketis celebrate their unique lineage and their descent from the venerated Azlanti culture.

You Might...

Others probably...

Physical Description

Azarketis appear as regal, athletic humans. Their soft, hydrophilic skin ranges in tones from pearlescent white to pinkish, greenish, or brown tones reminiscent of coral. Azarketis with hair are somewhat rare; many sport fins or scaled ridges on their heads instead. Like the Azlanti people from which they descend, they often have violet eyes. Their aquatic lineage is obvious thanks to the sets of three gills on either side of their necks, as well as their webbed hands and feet. Azarketis have been known to live longer than humans, although they mature at about the same rate.

Society

Azarketis lack the center for combined culture that helps other groups maintain a cohesive identity. The vastness of the oceans and waterways spread these swift-swimming people across the Inner Sea and beyond. Many azarketis rely only on the small familial groups in their immediate community and prefer smaller populations with comrades they trust and know intimately.

Some azarketis prefer to foster connections with their surface-dwelling brethren. Living in ports, river towns and along the shore allows azarketis a greater scope of opportunities not afforded to exclusively land or sea peoples. Although integrating with land society can be difficult, azarketis manage by forming bonded communities. Members will often have fond familial names for one another, regardless of actual relation.

If they have the means, some azarketis dress in attire reflecting their Azlanti heritage. More commonly, azarketis do their best to remain inconspicuous when they emerge from the water. Many will wear shemaghs or other head wrappings, which both hide their gills and provide a few extra comfortable hours out of water if soaked before donning.

Alignment and Religion

As they are typically outsiders to the domains of surface life, azarketis tend toward deities with an affinity for the ocean or other forms of water, the most popular being Gozreh. They are also likely to give reverence to other deities of nature or navigation, such as Desna.

Some azarketis are tempted toward the call of the deep and serve their old alghollthu masters as gods. These individuals are enticed by eldritch entities such as the mysterious veiled masters—powerful beings of the deep ocean responsible for both uplifting and destroying the Azlanti people.

Azarketis vary wildly in beliefs and values, as evidenced by their broad divergence in allegiance; thus, azarketis can be of any alignment.

Names

Azarketis often take the names of nautical, weather, or geographical features important to the azarketi's family. Other azarketi groups will choose human names in order to encourage conformity with surface cultures. Some azarketi names have been passed down through so many generations that they still use ancient Azlanti roots or refer to bodies of water that no longer exist.

Sample Names

Aft, Aliz, Cascade, Delta, Harbor, Ilani, Inkua, Jib, Lagoon, Lobay, Marine, Tidal, Windward, Zarket

Azarketi Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 20 feet, Swim 30 feet

Attribute Boosts Constitution, Charisma, Free

Attribute Flaw Wisdom

Languages Common, Alghollthu

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Thalassic, Azlanti, Draconic, Elven, and Sakvroth and any other languages to which you have access (such as the languages prevalent in your region).

Traits Amphibious, Azarketi, Humanoid

Senses Low-Light Vision

Hydration While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a -1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.

Azarketi Heritages

@UUID[Compendium.pf2e.heritages.Item.Ancient Scale Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Benthic Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Inured Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Mistbreath Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Murkeyed Azarketi]

@UUID[Compendium.pf2e.heritages.Item.River Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Spined Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Tactile Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Thalassic Azarketi]

", + "content": "

Azarketis, inheritors of a shattered empire's legacy, hold their proud traditions close but still surface to interact with the rest of the world.

The aquatic humanoids of the Inner Sea share a somber and burdened history. Most refer to these aquatic peoples as gillmen or sometimes Low Azlanti, though they typically refer to themselves as azarketi, an Azlanti word that translates roughly to \"people of the seas.\" After Earthfall, these proud humans were mutated into aquatic servants by their alghollthu foes. Feeling like they don't fully belong with their human brethren nor with the sea that binds them, many azarketis struggle for a sense of identity and purpose. Though they remain distrusted by the surface dwellers, azarketis celebrate their unique lineage and their descent from the venerated Azlanti culture.

You Might...

Others probably...

Physical Description

Azarketis appear as regal, athletic humans. Their soft, hydrophilic skin ranges in tones from pearlescent white to pinkish, greenish, or brown tones reminiscent of coral. Azarketis with hair are somewhat rare; many sport fins or scaled ridges on their heads instead. Like the Azlanti people from which they descend, they often have violet eyes. Their aquatic lineage is obvious thanks to the sets of three gills on either side of their necks, as well as their webbed hands and feet. Azarketis have been known to live longer than humans, although they mature at about the same rate.

Society

Azarketis lack the center for combined culture that helps other groups maintain a cohesive identity. The vastness of the oceans and waterways spread these swift-swimming people across the Inner Sea and beyond. Many azarketis rely only on the small familial groups in their immediate community and prefer smaller populations with comrades they trust and know intimately.

Some azarketis prefer to foster connections with their surface-dwelling brethren. Living in ports, river towns and along the shore allows azarketis a greater scope of opportunities not afforded to exclusively land or sea peoples. Although integrating with land society can be difficult, azarketis manage by forming bonded communities. Members will often have fond familial names for one another, regardless of actual relation.

If they have the means, some azarketis dress in attire reflecting their Azlanti heritage. More commonly, azarketis do their best to remain inconspicuous when they emerge from the water. Many will wear shemaghs or other head wrappings, which both hide their gills and provide a few extra comfortable hours out of water if soaked before donning.

Alignment and Religion

As they are typically outsiders to the domains of surface life, azarketis tend toward deities with an affinity for the ocean or other forms of water, the most popular being Gozreh. They are also likely to give reverence to other deities of nature or navigation, such as Desna.

Some azarketis are tempted toward the call of the deep and serve their old alghollthu masters as gods. These individuals are enticed by eldritch entities such as the mysterious veiled masters—powerful beings of the deep ocean responsible for both uplifting and destroying the Azlanti people.

Azarketis vary wildly in beliefs and values, as evidenced by their broad divergence in allegiance; thus, azarketis can be of any alignment.

Names

Azarketis often take the names of nautical, weather, or geographical features important to the azarketi's family. Other azarketi groups will choose human names in order to encourage conformity with surface cultures. Some azarketi names have been passed down through so many generations that they still use ancient Azlanti roots or refer to bodies of water that no longer exist.

Sample Names

Aft, Aliz, Cascade, Delta, Harbor, Ilani, Inkua, Jib, Lagoon, Lobay, Marine, Tidal, Windward, Zarket

Azarketi Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 20 feet, Swim 30 feet

Attribute Boosts Constitution, Charisma, Free

Attribute Flaw Wisdom

Languages Common, Alghollthu

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Thalassic, Azlanti, Draconic, Elven, and Sakvroth and any other languages to which you have access (such as the languages prevalent in your region).

Traits Amphibious, Azarketi, Humanoid

Senses Low-Light Vision

Hydration While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a -1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.

Azarketi Heritages

@UUID[Compendium.pf2e.heritages.Item.Ancient Scale Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Benthic Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Inured Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Mistbreath Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Murkeyed Azarketi]

@UUID[Compendium.pf2e.heritages.Item.River Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Spined Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Tactile Azarketi]

@UUID[Compendium.pf2e.heritages.Item.Thalassic Azarketi]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -140,18 +146,18 @@ }, { "_id": "5S1Pq3GoEzLfBbH7", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Catfolk", "sort": 1563, "src": null, "system": {}, "text": { - "content": "

Curious and gregarious wanderers, catfolk combine the features of felines and humanoids in both appearance and temperament. They enjoy learning new things, collecting new tales and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as the chosen guardians of natural places in the world and are often recklessly brave, even in the face of overwhelming opposition. They believe that strong communities, breadth of experience, and continual selfimprovement aid them in this fight.

As quick as their reflexes are, catfolk have quicker tempers, shifting from effusive glee to aggrieved fury in an instant. Like mundane felines, catfolk involuntarily purr when pleased and growl when surprised or angry.

If you want a character who is curious, brave, friendly, and nimble in body and mind, you should play a catfolk.

You might...

Others Probably...

Physical Description

Although all catfolk walk upright and have soft fur, a tail, large ears, and vertical pupils, they show at least as much variety as ordinary felines. Catfolk have nimble fingers with short claws that are usually retractable.

Catfolk mature quickly and are able to walk at only a few months old, but they start their careers at roughly the same age as humans do and live to be 60 or 70 years of age.

Society

Catfolk call themselves amurruns, although many consider this name to be private. They raise their children in large extended families, where they are given latitude to explore and get into trouble from a remarkably young age. Catfolk learn a trade in a loose apprenticeship, and the majority learn several trades over their lives.

Catfolk societies are often led by an appointed leader who speaks on behalf of the community and mediates disputes. They prefer to deal with grievances by making an elaborate showing of disinterest, or even leaving a community for a time so the problem can die away.

Catfolk are given short names in their youth. Adolescent catfolk are free to choose a different name when they first leave home.

Sample Names: Alyara, Crinto, Drewan, Espes, Ferrus, Gerran, Halhat, Hoya, Ruun, Sevastin, Tespa, Yonsol, Zakkar, Zathra

Beliefs

Most catfolk believe they were uplifted from great primeval cats to confront the evil abominations despoiling natural places and laboring to unmake reality. Many, however, enjoy the freedom to travel and like to set their own paths in life. Religious catfolk most often practice a nebulous form of animism, appeasing the spirits of the land and the creatures they hunt to preserve the natural order.

Popular Edicts

travel the world, protect natural places, fastidiously maintain your appearance

Popular Anathema

leave questions unanswered

Catfolk Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Wisdom

Languages Amurrun, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Iruxi, Jotun, Fey, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Catfolk, Humanoid

Senses Low-Light Vision

Land on your Feet When you fall, you take only half the normal damage and don't land prone.

Catfolk Heritages

@UUID[Compendium.pf2e.heritages.Item.Clawed Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Flexible Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Hunting Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Jungle Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Liminal Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Nine Lives Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Sharp-Eared Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Winter Catfolk]

", + "content": "

Curious and gregarious wanderers, catfolk combine the features of felines and humanoids in both appearance and temperament. They enjoy learning new things, collecting new tales and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as the chosen guardians of natural places in the world and are often recklessly brave, even in the face of overwhelming opposition. They believe that strong communities, breadth of experience, and continual selfimprovement aid them in this fight.

As quick as their reflexes are, catfolk have quicker tempers, shifting from effusive glee to aggrieved fury in an instant. Like mundane felines, catfolk involuntarily purr when pleased and growl when surprised or angry.

If you want a character who is curious, brave, friendly, and nimble in body and mind, you should play a catfolk.

You might...

Others Probably...

Physical Description

Although all catfolk walk upright and have soft fur, a tail, large ears, and vertical pupils, they show at least as much variety as ordinary felines. Catfolk have nimble fingers with short claws that are usually retractable.

Catfolk mature quickly and are able to walk at only a few months old, but they start their careers at roughly the same age as humans do and live to be 60 or 70 years of age.

Society

Catfolk call themselves amurruns, although many consider this name to be private. They raise their children in large extended families, where they are given latitude to explore and get into trouble from a remarkably young age. Catfolk learn a trade in a loose apprenticeship, and the majority learn several trades over their lives.

Catfolk societies are often led by an appointed leader who speaks on behalf of the community and mediates disputes. They prefer to deal with grievances by making an elaborate showing of disinterest, or even leaving a community for a time so the problem can die away.

Catfolk are given short names in their youth. Adolescent catfolk are free to choose a different name when they first leave home.

Sample Names: Alyara, Crinto, Drewan, Espes, Ferrus, Gerran, Halhat, Hoya, Ruun, Sevastin, Tespa, Yonsol, Zakkar, Zathra

Beliefs

Most catfolk believe they were uplifted from great primeval cats to confront the evil abominations despoiling natural places and laboring to unmake reality. Many, however, enjoy the freedom to travel and like to set their own paths in life. Religious catfolk most often practice a nebulous form of animism, appeasing the spirits of the land and the creatures they hunt to preserve the natural order.

Popular Edicts

travel the world, protect natural places, fastidiously maintain your appearance

Popular Anathema

leave questions unanswered

Catfolk Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Wisdom

Languages Amurrun, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Iruxi, Jotun, Fey, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Catfolk, Humanoid

Senses Low-Light Vision

Land on your Feet When you fall, you take only half the normal damage and don't land prone.

Catfolk Heritages

@UUID[Compendium.pf2e.heritages.Item.Clawed Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Flexible Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Hunting Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Jungle Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Liminal Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Nine Lives Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Sharp-Eared Catfolk]

@UUID[Compendium.pf2e.heritages.Item.Winter Catfolk]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -162,18 +168,18 @@ }, { "_id": "AhKqWjsodDXRUelE", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Centaur", "sort": 34376, "src": null, "system": {}, "text": { - "content": "

Centaurs are proud nomads who range far and wide across their ancestral territories, protecting their lands from exploitation and intrusion. They are survivalists who forge tight bonds with family and community and stand firm in the face of danger. Many are skilled hunters, trackers, and warriors who do battle with bow, steel, and hooves. Brave and stubborn, they're willing to challenge even the fiercest foes and largest forces to protect their homes, kin, and the land within their domain.

As hunter-gatherers, centaurs rely upon the bounty of the natural world for sustenance. As youths, they're taught to nurture and respect their surrounding ecosystems so the land remains healthy and bountiful throughout their lives and is preserved for future generations. Centaurs understand that a land exploited or despoiled is a land unfit for survival, just as a herd overhunted dies off. In the ancient past, such carelessness and greed resulted in malnutrition, famine, and loss of territory, and most centaurs are careful not to repeat the mistakes of their distant forbears. Thus, centaurs prefer to adapt to their surroundings, rather than abuse their environments for their own comfort. They're guardians of nature, and their beliefs lead them to clash with careless urbanites and expansionists over exploitative and dangerous practices, including overhunting, overlogging, pollution, and city development.

Centaurs are happiest when mobile, and many feel restless or fall ill if cooped up or sedentary for too long. They're fond of racing and athletics, and are aggressively competitive, always striving to best their previous achievements and to outdo their fellows. This often results in centaurs being judged as contentious and boorish by outsiders. Most centaurs enjoy physical contests, particularly team sports, and award small but valued tokens to victors—though for many centaurs, bragging rights are the greatest prize of all. Not all centaurs compete as athletes, but most centaurs enjoy exertion and take naturally to activities that get their blood pumping and their heart racing.

If you want to play a character who runs free and proud, always looking out for their companions, you should play a centaur.

You Might...

Others Probably...

Physical Description

Centaurs have the form of muscular humans with the bodies of horses from the waist down. They're hardy and stable, capable of carrying heavy burdens and cumbersome loads for long periods. Centaurs display great variation in their size, hair, and coloration, with most averaging 7 feet tall and weighing over 2,000 pounds. While coloration is often inherited, a centaur's coat markings are unpredictable, and many take pride in the distinct patterns, placements, and chromatic shifts of their coats. These markings are present at birth and don't change over the course of a centaur's life. In ages past, a centaur's markings were used to divine their future. Though this tradition has fallen out of favor since the death of prophecy, some particularly rare markings are still considered lucky or an ill omen today.

Society

Centaurs are originally from the continent of Casmaron, and most still reside there today, particularly in Iblydos and Iobaria. In Iblydos, many centaurs are agrarian, carefully and sustainably tending farmland and gardens, particularly for wildflowers, olives, figs, and grapes, from which they vinify a beloved (and potent) local wine. Thanks to popular folktales regarding the near-mythical centaurs Elthavus and Ventriadi, famed mentors to numerous ancient Iblydan hero-gods of old, it is traditionally believed that centaurs excel at training heroes. Centaurs have done nothing to dissuade this notion. Most centaurs enjoy the act of mentorship, and aging military leaders, healers, astronomers, engineers, and other experts are often thrilled to pass their knowledge down to younger generations. Thanks to their competitive nature, some centaur teachers compete with one another over who can train the most promising students, soldiers, and intellectuals.

Over the ages, centaurs spread throughout much of the Inner Sea via Iobaria, most notably the Isle of Kortos, where grudges against the citizens of Absalom are long-enduring. There, centaurs wage guerrilla warfare against the constant intruders into their territory and clash with nearby harpies and minotaurs. They range across the lowlands and forests, in alpine meadows, and throughout the Immenwood.

Centaurs maintain large territories that they range through in a nomadic lifestyle, living as mobile communities of hunter-gatherers. These areas are well defined and have been maintained through generations. At the heart of each territory is a centralized location of import. Often a religious site, meeting place, or camp is maintained for sick and the elderly centaurs who can no longer travel with the rest of their band. Occasionally, this camp is a permanent settlement, constructed of wood, limestone, clay bricks, or marble, depending on the region and environment, and surrounded by fields of carefully tended crops or flocks of chickens, goats, or sheep. Centaurs have a passing fondness for animals, but rarely keep domesticated pets and find horses off-putting.

A centaur band is a tight-knit community, led by a respected member of the group who's proven capable, wise, and calm under pressure. Usually, these leaders are middle-aged and older, as centaurs consider life experience a necessary quality in a leader. Rarely, a centaur or band chooses to become sedentary or integrate with a larger nation. These are often small bands whose territories have been destroyed or stolen, emissaries representing their bands, adventurers, loners, outcasts, or even bands who simply can't survive against a superior military enemy. Regardless, this choice is not made lightly, as most centaurs feel constrained in urban environments, particularly in settlements built for people smaller than them.

When built, centaur constructions are large and airy to allow for range of movement. Their buildings are communal, always aboveground, and open to the elements in places—wide doors held open, or roof and wall hatches to allow in light. Most are built of wood, thatch, and mudbrick while in Iblydos, harder materials like marble and stone are more likely. In Iobaria, they often repurpose old cyclopean ruins, which offer plentiful space.

In Iobaria, herbalism, medicine, and magical purification are more commonly valued skills, thanks to the incessant plagues and illnesses that are prevalent in the region. A centaur band dare not travel without a few skilled healers, and even hunting parties and scouts rarely split off for long. Centaur healers and herbalists frequently put aside their differences and affiliations to exchange knowledge at annual meetings known as Soothings. There, band representatives from across the nation exchange medical breakthroughs and other knowledge. The largest of these Soothings occurs biannually in Vurnirn, the largest centaur settlement in Iobaria.

In Kaer Maga, Cheliax, Molthune, and Oprak, centaurs have assimilated with the larger nations, sometimes living as citizens and merchants, but more often serving as soldiers and mercenaries. In Garund, centaurs range across plains and savannas. They get along well with other nature-conscious cultures, teaming up with catfolk, tripkees, elves, and orcs to battle demons near Lake Ocota, undead near the borders of Geb and Mzali, and other dangerous threats. Centaurs remain open foes with Taldor and Andoran, remembering well the old wars with the expansionist Taldan empire that drove them into the Verduran Forest. Many in these regions dream of retaking their ancestral territories back from Taldan and Andoran control—a dangerous pipe dream certain to result in the deaths of countless centaurs.

Centaurs believe in reform and often rely on community pressure to discourage harmful behaviors. The unrepentant and the greatest transgressors face exile beyond the band's borders; centaurs avoid ending the lives of their own, except during times of war and mid-battle. While some centaur bands, serving demons and other foul gods, may attack other centaurs, even they prefer to harry other foes.

Centaurs consider saddles and bridles both restricting and shamefully insulting, akin to being shackled and caged. They despise being ridden and refuse to serve as a mount except in the direst of circumstances or emergencies, or only by their most trusted companions.

Centaurs have a single name and sometimes earn an appellation through their deeds, appearance, or personality traits, such as Thunderhoof or Windrunner. When beyond their territorial borders, centaurs use their band's name as an additional identifier. Centaurs who settle in other nations either adopt their band name as a last name or create a unique last name of their own, founding a lineage that's passed down to future generations.

Sample Names

Aecora, Demeleon, Ertris, Hycanthe, Irdan, Jalvayne, Karala, Malion, Oridius, Tolron, Vorag

Beliefs

The beliefs of a centaur often depend on where and how they were raised. Many centaurs follow the Green Faith or worship deities who share their respect for nature, such as Cernunnos, Erastil, or Gozreh. Others feel kinship with Desna, goddess of travel. Healers and herbalists favor Immonhiel or Pharasma. In urban areas, Kurgess and Gorum are favorites, depending on the centaur's temperament and profession.

Centaurs have two primary religious figures: Greenspeakers and Faithspeakers. Greenspeakers are one with nature, followers of the Green Faith, exceptional herbalists, and otherwise learned in the ways of the natural world. Faithspeakers are pious devotees of gods, demons, celestials, and other beings. Both are given equal respect, considered two sides of the same coin. Through their Speakers, centaurs interact with the world beyond what they can see and feel, and lead ceremonies, celebrations, and prayers. Celebrations are usually divided into two categories: beginnings and endings, with beginnings such as weddings, births, and spring celebrated at dawn, and endings such as harvests, funerals, and partings celebrated at dusk. Death rites vary by region and culture, but sedentary bands and those who cultivate fields, gardens, or crops, often burn their dead on pyres, releasing their spirits from their material bodies, then using the resulting ashes to fertilize fields or gardens so the dead can continue to serve their community. In regions with rocky ground or frigid climate, centaurs instead bury their dead under cairns and stone mounds.

Popular Edicts

ensure knowledge is passed on, live in harmony with the natural world, play fair in an honest competition

Popular Anathema

fail to roam, aid in the wanton destruction of a natural landscape

Centaur Mechanics

Rarity Uncommon

Hit Points 8

Size Large

Speed 30 feet

Attribute Boosts Strength, Wisdom, Free

Attribute Flaw Charisma

Languages Common, Fey, Additional languages equal to your Intelligence modifier (if positive). Choose from Arboreal, Cyclops, Dwarven, Elven, Gnomish, Halfling, Jotun and any other languages to which you have access (such as the languages prevalent in your region).

Traits Beast, Centaur, Humanoid

Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Mount Your equine body is well suited for carrying trusted allies. A PC can ride you if they are one size category smaller than you (Medium size, for most centaurs), rather than needing to be two size categories smaller.

Robust You increase your maximum and encumbered Bulk limits by 2.

Centaur Heritages

Centaurs are a diverse people who adapt to their environment and the labors they perform. Choose one of the following centaur heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Budding Speaker Centaur]

@UUID[Compendium.pf2e.heritages.Item.Fleetwind Centaur]

@UUID[Compendium.pf2e.heritages.Item.Ironhoof Centaur]

@UUID[Compendium.pf2e.heritages.Item.Mottle-Coat Centaur]

@UUID[Compendium.pf2e.heritages.Item.Ponygait Centaur]

@UUID[Compendium.pf2e.heritages.Item.Stoutheart Centaur]

", + "content": "

Centaurs are proud nomads who range far and wide across their ancestral territories, protecting their lands from exploitation and intrusion. They are survivalists who forge tight bonds with family and community and stand firm in the face of danger. Many are skilled hunters, trackers, and warriors who do battle with bow, steel, and hooves. Brave and stubborn, they're willing to challenge even the fiercest foes and largest forces to protect their homes, kin, and the land within their domain.

As hunter-gatherers, centaurs rely upon the bounty of the natural world for sustenance. As youths, they're taught to nurture and respect their surrounding ecosystems so the land remains healthy and bountiful throughout their lives and is preserved for future generations. Centaurs understand that a land exploited or despoiled is a land unfit for survival, just as a herd overhunted dies off. In the ancient past, such carelessness and greed resulted in malnutrition, famine, and loss of territory, and most centaurs are careful not to repeat the mistakes of their distant forbears. Thus, centaurs prefer to adapt to their surroundings, rather than abuse their environments for their own comfort. They're guardians of nature, and their beliefs lead them to clash with careless urbanites and expansionists over exploitative and dangerous practices, including overhunting, overlogging, pollution, and city development.

Centaurs are happiest when mobile, and many feel restless or fall ill if cooped up or sedentary for too long. They're fond of racing and athletics, and are aggressively competitive, always striving to best their previous achievements and to outdo their fellows. This often results in centaurs being judged as contentious and boorish by outsiders. Most centaurs enjoy physical contests, particularly team sports, and award small but valued tokens to victors—though for many centaurs, bragging rights are the greatest prize of all. Not all centaurs compete as athletes, but most centaurs enjoy exertion and take naturally to activities that get their blood pumping and their heart racing.

If you want to play a character who runs free and proud, always looking out for their companions, you should play a centaur.

You Might...

Others Probably...

Physical Description

Centaurs have the form of muscular humans with the bodies of horses from the waist down. They're hardy and stable, capable of carrying heavy burdens and cumbersome loads for long periods. Centaurs display great variation in their size, hair, and coloration, with most averaging 7 feet tall and weighing over 2,000 pounds. While coloration is often inherited, a centaur's coat markings are unpredictable, and many take pride in the distinct patterns, placements, and chromatic shifts of their coats. These markings are present at birth and don't change over the course of a centaur's life. In ages past, a centaur's markings were used to divine their future. Though this tradition has fallen out of favor since the death of prophecy, some particularly rare markings are still considered lucky or an ill omen today.

Society

Centaurs are originally from the continent of Casmaron, and most still reside there today, particularly in Iblydos and Iobaria. In Iblydos, many centaurs are agrarian, carefully and sustainably tending farmland and gardens, particularly for wildflowers, olives, figs, and grapes, from which they vinify a beloved (and potent) local wine. Thanks to popular folktales regarding the near-mythical centaurs Elthavus and Ventriadi, famed mentors to numerous ancient Iblydan hero-gods of old, it is traditionally believed that centaurs excel at training heroes. Centaurs have done nothing to dissuade this notion. Most centaurs enjoy the act of mentorship, and aging military leaders, healers, astronomers, engineers, and other experts are often thrilled to pass their knowledge down to younger generations. Thanks to their competitive nature, some centaur teachers compete with one another over who can train the most promising students, soldiers, and intellectuals.

Over the ages, centaurs spread throughout much of the Inner Sea via Iobaria, most notably the Isle of Kortos, where grudges against the citizens of Absalom are long-enduring. There, centaurs wage guerrilla warfare against the constant intruders into their territory and clash with nearby harpies and minotaurs. They range across the lowlands and forests, in alpine meadows, and throughout the Immenwood.

Centaurs maintain large territories that they range through in a nomadic lifestyle, living as mobile communities of hunter-gatherers. These areas are well defined and have been maintained through generations. At the heart of each territory is a centralized location of import. Often a religious site, meeting place, or camp is maintained for sick and the elderly centaurs who can no longer travel with the rest of their band. Occasionally, this camp is a permanent settlement, constructed of wood, limestone, clay bricks, or marble, depending on the region and environment, and surrounded by fields of carefully tended crops or flocks of chickens, goats, or sheep. Centaurs have a passing fondness for animals, but rarely keep domesticated pets and find horses off-putting.

A centaur band is a tight-knit community, led by a respected member of the group who's proven capable, wise, and calm under pressure. Usually, these leaders are middle-aged and older, as centaurs consider life experience a necessary quality in a leader. Rarely, a centaur or band chooses to become sedentary or integrate with a larger nation. These are often small bands whose territories have been destroyed or stolen, emissaries representing their bands, adventurers, loners, outcasts, or even bands who simply can't survive against a superior military enemy. Regardless, this choice is not made lightly, as most centaurs feel constrained in urban environments, particularly in settlements built for people smaller than them.

When built, centaur constructions are large and airy to allow for range of movement. Their buildings are communal, always aboveground, and open to the elements in places—wide doors held open, or roof and wall hatches to allow in light. Most are built of wood, thatch, and mudbrick while in Iblydos, harder materials like marble and stone are more likely. In Iobaria, they often repurpose old cyclopean ruins, which offer plentiful space.

In Iobaria, herbalism, medicine, and magical purification are more commonly valued skills, thanks to the incessant plagues and illnesses that are prevalent in the region. A centaur band dare not travel without a few skilled healers, and even hunting parties and scouts rarely split off for long. Centaur healers and herbalists frequently put aside their differences and affiliations to exchange knowledge at annual meetings known as Soothings. There, band representatives from across the nation exchange medical breakthroughs and other knowledge. The largest of these Soothings occurs biannually in Vurnirn, the largest centaur settlement in Iobaria.

In Kaer Maga, Cheliax, Molthune, and Oprak, centaurs have assimilated with the larger nations, sometimes living as citizens and merchants, but more often serving as soldiers and mercenaries. In Garund, centaurs range across plains and savannas. They get along well with other nature-conscious cultures, teaming up with catfolk, tripkees, elves, and orcs to battle demons near Lake Ocota, undead near the borders of Geb and Mzali, and other dangerous threats. Centaurs remain open foes with Taldor and Andoran, remembering well the old wars with the expansionist Taldan empire that drove them into the Verduran Forest. Many in these regions dream of retaking their ancestral territories back from Taldan and Andoran control—a dangerous pipe dream certain to result in the deaths of countless centaurs.

Centaurs believe in reform and often rely on community pressure to discourage harmful behaviors. The unrepentant and the greatest transgressors face exile beyond the band's borders; centaurs avoid ending the lives of their own, except during times of war and mid-battle. While some centaur bands, serving demons and other foul gods, may attack other centaurs, even they prefer to harry other foes.

Centaurs consider saddles and bridles both restricting and shamefully insulting, akin to being shackled and caged. They despise being ridden and refuse to serve as a mount except in the direst of circumstances or emergencies, or only by their most trusted companions.

Centaurs have a single name and sometimes earn an appellation through their deeds, appearance, or personality traits, such as Thunderhoof or Windrunner. When beyond their territorial borders, centaurs use their band's name as an additional identifier. Centaurs who settle in other nations either adopt their band name as a last name or create a unique last name of their own, founding a lineage that's passed down to future generations.

Sample Names

Aecora, Demeleon, Ertris, Hycanthe, Irdan, Jalvayne, Karala, Malion, Oridius, Tolron, Vorag

Beliefs

The beliefs of a centaur often depend on where and how they were raised. Many centaurs follow the Green Faith or worship deities who share their respect for nature, such as Cernunnos, Erastil, or Gozreh. Others feel kinship with Desna, goddess of travel. Healers and herbalists favor Immonhiel or Pharasma. In urban areas, Kurgess and Gorum are favorites, depending on the centaur's temperament and profession.

Centaurs have two primary religious figures: Greenspeakers and Faithspeakers. Greenspeakers are one with nature, followers of the Green Faith, exceptional herbalists, and otherwise learned in the ways of the natural world. Faithspeakers are pious devotees of gods, demons, celestials, and other beings. Both are given equal respect, considered two sides of the same coin. Through their Speakers, centaurs interact with the world beyond what they can see and feel, and lead ceremonies, celebrations, and prayers. Celebrations are usually divided into two categories: beginnings and endings, with beginnings such as weddings, births, and spring celebrated at dawn, and endings such as harvests, funerals, and partings celebrated at dusk. Death rites vary by region and culture, but sedentary bands and those who cultivate fields, gardens, or crops, often burn their dead on pyres, releasing their spirits from their material bodies, then using the resulting ashes to fertilize fields or gardens so the dead can continue to serve their community. In regions with rocky ground or frigid climate, centaurs instead bury their dead under cairns and stone mounds.

Popular Edicts

ensure knowledge is passed on, live in harmony with the natural world, play fair in an honest competition

Popular Anathema

fail to roam, aid in the wanton destruction of a natural landscape

Centaur Mechanics

Rarity Uncommon

Hit Points 8

Size Large

Speed 30 feet

Attribute Boosts Strength, Wisdom, Free

Attribute Flaw Charisma

Languages Common, Fey, Additional languages equal to your Intelligence modifier (if positive). Choose from Arboreal, Cyclops, Dwarven, Elven, Gnomish, Halfling, Jotun and any other languages to which you have access (such as the languages prevalent in your region).

Traits Beast, Centaur, Humanoid

Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Mount Your equine body is well suited for carrying trusted allies. A PC can ride you if they are one size category smaller than you (Medium size, for most centaurs), rather than needing to be two size categories smaller.

Robust You increase your maximum and encumbered Bulk limits by 2.

Centaur Heritages

Centaurs are a diverse people who adapt to their environment and the labors they perform. Choose one of the following centaur heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Budding Speaker Centaur]

@UUID[Compendium.pf2e.heritages.Item.Fleetwind Centaur]

@UUID[Compendium.pf2e.heritages.Item.Ironhoof Centaur]

@UUID[Compendium.pf2e.heritages.Item.Mottle-Coat Centaur]

@UUID[Compendium.pf2e.heritages.Item.Ponygait Centaur]

@UUID[Compendium.pf2e.heritages.Item.Stoutheart Centaur]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -184,18 +190,18 @@ }, { "_id": "ufWdokSN5W3Einus", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Conrasu", "sort": 900000, "src": null, "system": {}, "text": { - "content": "

Conrasus are shards of cosmic force given consciousness who construct intricate exoskeletons to interface with the mortal world. Both an integral part of the underlying processes of the universe and strangely set apart, conrasus look to aeons to understand their existence.


Conrasus aren't entirely clear on their own origins. Some historians think them a failed experiment of a wizardly cabal—possibly a splinter of artificers from the ancient Jitska Imperium—who desperately hoped to bind a pleroma to bolster their army but who accidentally conjured shattered scraps of the aeon instead. Others believe conrasus were built by their ancestors using an accelerated, iterative evolution process as natural as one designed by those who build portions of their own bodies could ever hope to achieve. Most likely, it is a mix of the two.

You Might...

Others Probably...

Physical Description

The true form of a conrasu is an abstract chunk of spiritual essence. While their being exists beyond the truth of humanoid senses, to the mortal eye, their body usually resembles a globe of light, darkness, or space. Floating, internal pinpricks of illumination sit inside the ball, slightly obscured as if peeking through a gelatinous substance. These \"cores\" surround themselves with bodies made out of still-living wood, creating the form that most people recognize as a conrasu.

Conrasus themselves are called to a path and, once they find it, shape frames to create a suitable form, leading to a wide variety of appearances. As a conrasu ages, the supple green wood of ttheir body hardens, causing their limbs to lose mobility. Conrasus must constantly grow new arms and roots for their living exoskeleton, leaving their frozen limbs as immobile effigies along their shell.

Conrasus can't maintain their integrity without their wooden exoskeletons. A conrasu that loses its exoskeleton dissipates and dies, though they can be returned to life with magic like other beings.

Society

There are three distinct types of conrasus. Maintainers tend and care for others, believing they must cultivate a proper balance between various forces. Shapers build and direct those around them, and feel that balance is maintained by those who strive to preserve the world's equilibrium. Lastly, correctors fix problems of all sorts, often acting as stalwart bastions of law who perceive the world in absolutes, with few to no shades of gray. True balance can be achieved only in cases where pressure and force have been applied to make necessary changes.

On rare occasions, a conrasu may hear and heed the call of another form of extraplanar being. One might serve a psychopomp, another an archon, and yet another might become a witch and adopt an unknown figure as a patron.

Alignment and Religion

Many conrasus consider themselves bound to a specific aeon, following them like a deity and doing what they believe to be the aeon's bidding. As a result, almost all conrasus are lawful neutral in alignment.

Names

Conrasus have little in the way of consciousness as others understand it before they self-actualize and leave the nursery-towns where they sprouted. That includes a name, a concept of gender, and even the passage of time beyond their little bubbles-these are picked up in the wider world. As a result, a conrasu might have nearly any appellation.

Sample Names

Automa, Azubu, Dumi, Emeka, Ganizadi, Locu, Incanes, Radi, Shell, Weave

Conrasu Mechanics

Rarity Rare

Hit Points 10

Size Medium

Speed 25 feet

Attribute Boosts Constitution, Wisdom, Free

Attribute Flaw Charisma

Languages Mwangi, Rasu

Additional Languages equal to your Intelligence modifier (if positive). Choose from Celestial, Elven, Iruxi, Sylvan, Terran, Utopian, and any other languages to which you have access (such as the languages prevalent to your region).

Traits Aeon, Conrasu, Plant

Sunlight Healing A conrasu can enter a meditative, healing state as a 10-minute activity when exposed to direct sunlight, in which case they recover 1d8 Hit Points. At 3rd level, and every 2 levels thereafter, this healing increases by 1d8. Once a conrasu has recovered Hit Points in this way, they are temporarily immune to further uses of Sunlight Healing for 1 day.

Conrasu Heritages

As a conrasu grows, they take part in a rite that changes and enhances their form. Each rite has different benefits, which manifest as specific heritages. Choose one of the following conrasu heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Rite of Invocation]

@UUID[Compendium.pf2e.heritages.Item.Rite of Knowing]

@UUID[Compendium.pf2e.heritages.Item.Rite of Light]

@UUID[Compendium.pf2e.heritages.Item.Rite of Passage]

@UUID[Compendium.pf2e.heritages.Item.Rite of Reinforcement]

", + "content": "

Conrasus are shards of cosmic force given consciousness who construct intricate exoskeletons to interface with the mortal world. Both an integral part of the underlying processes of the universe and strangely set apart, conrasus look to aeons to understand their existence.


Conrasus aren't entirely clear on their own origins. Some historians think them a failed experiment of a wizardly cabal—possibly a splinter of artificers from the ancient Jitska Imperium—who desperately hoped to bind a pleroma to bolster their army but who accidentally conjured shattered scraps of the aeon instead. Others believe conrasus were built by their ancestors using an accelerated, iterative evolution process as natural as one designed by those who build portions of their own bodies could ever hope to achieve. Most likely, it is a mix of the two.

You Might...

Others Probably...

Physical Description

The true form of a conrasu is an abstract chunk of spiritual essence. While their being exists beyond the truth of humanoid senses, to the mortal eye, their body usually resembles a globe of light, darkness, or space. Floating, internal pinpricks of illumination sit inside the ball, slightly obscured as if peeking through a gelatinous substance. These \"cores\" surround themselves with bodies made out of still-living wood, creating the form that most people recognize as a conrasu.

Conrasus themselves are called to a path and, once they find it, shape frames to create a suitable form, leading to a wide variety of appearances. As a conrasu ages, the supple green wood of ttheir body hardens, causing their limbs to lose mobility. Conrasus must constantly grow new arms and roots for their living exoskeleton, leaving their frozen limbs as immobile effigies along their shell.

Conrasus can't maintain their integrity without their wooden exoskeletons. A conrasu that loses its exoskeleton dissipates and dies, though they can be returned to life with magic like other beings.

Society

There are three distinct types of conrasus. Maintainers tend and care for others, believing they must cultivate a proper balance between various forces. Shapers build and direct those around them, and feel that balance is maintained by those who strive to preserve the world's equilibrium. Lastly, correctors fix problems of all sorts, often acting as stalwart bastions of law who perceive the world in absolutes, with few to no shades of gray. True balance can be achieved only in cases where pressure and force have been applied to make necessary changes.

On rare occasions, a conrasu may hear and heed the call of another form of extraplanar being. One might serve a psychopomp, another an archon, and yet another might become a witch and adopt an unknown figure as a patron.

Alignment and Religion

Many conrasus consider themselves bound to a specific aeon, following them like a deity and doing what they believe to be the aeon's bidding. As a result, almost all conrasus are lawful neutral in alignment.

Names

Conrasus have little in the way of consciousness as others understand it before they self-actualize and leave the nursery-towns where they sprouted. That includes a name, a concept of gender, and even the passage of time beyond their little bubbles-these are picked up in the wider world. As a result, a conrasu might have nearly any appellation.

Sample Names

Automa, Azubu, Dumi, Emeka, Ganizadi, Locu, Incanes, Radi, Shell, Weave

Conrasu Mechanics

Rarity Rare

Hit Points 10

Size Medium

Speed 25 feet

Attribute Boosts Constitution, Wisdom, Free

Attribute Flaw Charisma

Languages Mwangi, Rasu

Additional Languages equal to your Intelligence modifier (if positive). Choose from Celestial, Elven, Iruxi, Sylvan, Terran, Utopian, and any other languages to which you have access (such as the languages prevalent to your region).

Traits Aeon, Conrasu, Plant

Sunlight Healing A conrasu can enter a meditative, healing state as a 10-minute activity when exposed to direct sunlight, in which case they recover 1d8 Hit Points. At 3rd level, and every 2 levels thereafter, this healing increases by 1d8. Once a conrasu has recovered Hit Points in this way, they are temporarily immune to further uses of Sunlight Healing for 1 day.

Conrasu Heritages

As a conrasu grows, they take part in a rite that changes and enhances their form. Each rite has different benefits, which manifest as specific heritages. Choose one of the following conrasu heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Rite of Invocation]

@UUID[Compendium.pf2e.heritages.Item.Rite of Knowing]

@UUID[Compendium.pf2e.heritages.Item.Rite of Light]

@UUID[Compendium.pf2e.heritages.Item.Rite of Passage]

@UUID[Compendium.pf2e.heritages.Item.Rite of Reinforcement]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -206,18 +212,18 @@ }, { "_id": "XzRv30zY3UXRbBho", - "category": null, + "category": "s2iWckA2wS32kB7e", "image": {}, "name": "Dwarf", "sort": -175000, "src": null, "system": {}, "text": { - "content": "

Dwarves have a well-earned reputation as a stoic and stern people, but they also have an unbridled zeal and deeply value artisanship. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring. While trust from a dwarf is hard-won, once gained it is as strong as iron.

If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom, you should play a dwarf.

You Might...

Others Probably...

Physical Description

Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair and beards, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of maturity and honor among many dwarf clans.

Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming-of-age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.

Society

Though the ancient dwarven empire fell long ago, overwhelmed by orc and goblinoid enemies, dwarves today retain many of the qualities that once propelled them to greatness: fierceness, gumption, and stubbornness in their endeavors. Dwarves live within mountain Sky Citadels dotted over the surface, which can create vast cultural divides between dwarf clans. Yet nearly all dwarven peoples share a passion for stonework, metalwork, and family.

Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and is distinctive to their clan. Dwarves honor their children with names of ancestors or dwarven heroes. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics.

Sample Names

Agna, Bodill, Edrukk, Grunyar, Ingra, Kotri, Morgrym, Rogar, Torra, Yangrit

Beliefs

Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder—especially when strong ale is involved. Torag, god of dwarvenkind, is dwarves' primary deity, though worship of Torag's family members is also common.

Popular Edicts

create art with utility, guard your community against those who would harm it, keep your clan dagger close

Popular Anathema

leave an activity or promise uncompleted, forsake your family

Dwarf Mechanics

Hit Points 10

Size Medium

Speed 20 feet

Attribute Boosts Constitution, Wisdom, Free

Attribute Flaw Charisma

Languages Common, Dwarven

Additional languages equal to your Intelligence modifier (if it's positive). Choose from Gnomish, Goblin, Jotun, Orcish, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Dwarf, Humanoid

Senses Darkvision

Clan Dagger You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.

Dwarf Heritages

@UUID[Compendium.pf2e.heritages.Item.Ancient-Blooded Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Anvil Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Death Warden Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Elemental Heart Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Forge Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Forge-Blessed Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Oathkeeper Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Rock Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Strong-Blooded Dwarf]

", + "content": "

Dwarves have a well-earned reputation as a stoic and stern people, but they also have an unbridled zeal and deeply value artisanship. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring. While trust from a dwarf is hard-won, once gained it is as strong as iron.

If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom, you should play a dwarf.

You Might...

Others Probably...

Physical Description

Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair and beards, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of maturity and honor among many dwarf clans.

Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming-of-age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.

Society

Though the ancient dwarven empire fell long ago, overwhelmed by orc and goblinoid enemies, dwarves today retain many of the qualities that once propelled them to greatness: fierceness, gumption, and stubbornness in their endeavors. Dwarves live within mountain Sky Citadels dotted over the surface, which can create vast cultural divides between dwarf clans. Yet nearly all dwarven peoples share a passion for stonework, metalwork, and family.

Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and is distinctive to their clan. Dwarves honor their children with names of ancestors or dwarven heroes. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics.

Sample Names

Agna, Bodill, Edrukk, Grunyar, Ingra, Kotri, Morgrym, Rogar, Torra, Yangrit

Beliefs

Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder—especially when strong ale is involved. Torag, god of dwarvenkind, is dwarves' primary deity, though worship of Torag's family members is also common.

Popular Edicts

create art with utility, guard your community against those who would harm it, keep your clan dagger close

Popular Anathema

leave an activity or promise uncompleted, forsake your family

Dwarf Mechanics

Hit Points 10

Size Medium

Speed 20 feet

Attribute Boosts Constitution, Wisdom, Free

Attribute Flaw Charisma

Languages Common, Dwarven

Additional languages equal to your Intelligence modifier (if it's positive). Choose from Gnomish, Goblin, Jotun, Orcish, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Dwarf, Humanoid

Senses Darkvision

Clan Dagger You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.

Dwarf Heritages

@UUID[Compendium.pf2e.heritages.Item.Ancient-Blooded Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Anvil Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Death Warden Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Elemental Heart Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Forge Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Forge-Blessed Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Oathkeeper Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Rock Dwarf]

@UUID[Compendium.pf2e.heritages.Item.Strong-Blooded Dwarf]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -228,18 +234,18 @@ }, { "_id": "3cfdiId1IoxLsF9V", - "category": null, + "category": "s2iWckA2wS32kB7e", "image": {}, "name": "Elf", "sort": -168750, "src": null, "system": {}, "text": { - "content": "

As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving Golarion in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes. Elves value kindness, intellect, and beauty, with many elves striving to improve their manners, appearance, and culture. Their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They're slow to build friendships outside their kinsfolk, as elves who spend their lives among shorterlived peoples often become morose after watching generations of companions age and die. These elves are known as Forlorn among their fellow elves.

If you want a character who is magical, mystical, and mysterious, you should play an elf.

You Might...

Others Probably...

Physical Description

While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and rounded, featuring large and often vibrantly colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.

Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century. A typical elf can live to around 600 years old.

Society

The inborn patience and intellectual curiosity of elves make them excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge.

Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which elves call 'ilduliel,' but these antagonistic relationships can sometimes blossom into friendships over time. An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions. Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue.

Sample Names

Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon

Beliefs

Elves are often emotional and capricious, yet they hold high ideals close to their hearts. They prefer deities who share their love of all things mystic and artistic. Desna and Shelyn are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry. Calistria is the most notorious of elven deities, as she represents many of the elven ideals taken to the extreme.

Popular Edicts

find beauty in nature and art, explore things others would keep hidden, demonstrate superiority to your rival

Popular Anathema

abandon your own path, force another creature to do something

Elf Mechanics

Hit Points 6

Size Medium

Speed 30 feet

Attribute Boosts Dexterity, Intelligence, Free

Attribute Flaw Constitution

Languages Common, Elven

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Empyrean, Fey, Gnomish, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Elf, Humanoid

Senses Low-Light Vision

Elf Heritages

@UUID[Compendium.pf2e.heritages.Item.Ancient Elf]

@UUID[Compendium.pf2e.heritages.Item.Arctic Elf]

@UUID[Compendium.pf2e.heritages.Item.Cavern Elf]

@UUID[Compendium.pf2e.heritages.Item.Desert Elf]

@UUID[Compendium.pf2e.heritages.Item.Seer Elf]

@UUID[Compendium.pf2e.heritages.Item.Whisper Elf]

@UUID[Compendium.pf2e.heritages.Item.Woodland Elf]

", + "content": "

As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving Golarion in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes. Elves value kindness, intellect, and beauty, with many elves striving to improve their manners, appearance, and culture. Their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They're slow to build friendships outside their kinsfolk, as elves who spend their lives among shorterlived peoples often become morose after watching generations of companions age and die. These elves are known as Forlorn among their fellow elves.

If you want a character who is magical, mystical, and mysterious, you should play an elf.

You Might...

Others Probably...

Physical Description

While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and rounded, featuring large and often vibrantly colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.

Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century. A typical elf can live to around 600 years old.

Society

The inborn patience and intellectual curiosity of elves make them excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge.

Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which elves call 'ilduliel,' but these antagonistic relationships can sometimes blossom into friendships over time. An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions. Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue.

Sample Names

Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon

Beliefs

Elves are often emotional and capricious, yet they hold high ideals close to their hearts. They prefer deities who share their love of all things mystic and artistic. Desna and Shelyn are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry. Calistria is the most notorious of elven deities, as she represents many of the elven ideals taken to the extreme.

Popular Edicts

find beauty in nature and art, explore things others would keep hidden, demonstrate superiority to your rival

Popular Anathema

abandon your own path, force another creature to do something

Elf Mechanics

Hit Points 6

Size Medium

Speed 30 feet

Attribute Boosts Dexterity, Intelligence, Free

Attribute Flaw Constitution

Languages Common, Elven

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Empyrean, Fey, Gnomish, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Elf, Humanoid

Senses Low-Light Vision

Elf Heritages

@UUID[Compendium.pf2e.heritages.Item.Ancient Elf]

@UUID[Compendium.pf2e.heritages.Item.Arctic Elf]

@UUID[Compendium.pf2e.heritages.Item.Cavern Elf]

@UUID[Compendium.pf2e.heritages.Item.Desert Elf]

@UUID[Compendium.pf2e.heritages.Item.Seer Elf]

@UUID[Compendium.pf2e.heritages.Item.Whisper Elf]

@UUID[Compendium.pf2e.heritages.Item.Woodland Elf]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -250,18 +256,18 @@ }, { "_id": "RlMgeku1FNJjF7YR", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Fetchling", "sort": 50782, "src": null, "system": {}, "text": { - "content": "

Once human and now something apart, fetchlings display the Shadow Plane's ancient influence through monochrome complexions, glowing eyes, and the casting of supernatural shadows.


Fetchlings are a striking people whose skin appears entirely drained of color. These lithe and shadowy beings seem to sink and vanish into the gloom. They see in darkness, exercise control over shadows, and have strange occult powers. Some fetchlings develop their powers enough to pass between the Shadow and Material Planes, leaving other ancestries to whisper about figures that emerge from shaded corners and then vanish without a trace. Through magic and other means, they've spread across Golarion and the planes beyond, as adaptable as the humans they once were.

The first fetchlings were refugees. Ages ago, when Earthfall destroyed ancient Azlant and cast the world into darkness, one small group of Azlanti pleaded for rescue. A mysterious hooded figure known as the Widow answered their call, slicing open a passage into the Shadow Plane. The Azlanti stepped through, trading the darkness of Earthfall for a deep shadow. As they navigated the plane's strange environs and dangerous inhabitants, its nature slowly worked monumental changes on the survivors.

If you want a character more at home in a mirror world of shadow, infused with umbral gloom, and who embodies the dualities of light and darkness, you should play a fetchling.

You Might…

Others Probably…

Physical Description

Most of the Shadow Plane appears as an altered version of the Material Plane but leeched of color. These same forces in the Shadow Plane have touched fetchlings, whose skin tones fall on a monochromatic scale from stark white to deep black, and all the shades of gray between. Their bodies are just as diverse in shape and size as humans, though most display a certain fluidity of motion reminiscent of shifting shadows. Fetchlings' reflective, pupilless eyes can pierce darkness. A fetchling's most notable feature is their shadow, which almost never faithfully reflects their body. Instead, fetchling shadows might have incongruous shapes or sizes, while others flicker, move of their own accord, or imitate the shadow of another nearby creature.

Society

Most fetchlings remain close to Golarion on either the Material or Shadow Planes, either forming majority-fetchling communities or forging solitary paths. Both planar groups tend to be insular; many fetchling cultures preserve memories of their early, perilous days confronting the Shadow Plane's hostile or beguiling denizens. Their predilection for forming tight communal bonds and adapting to local customs has spread to become part of broader fetchling culture, reinforced by two major fetchling groups—the Estlaris and Sharedars—who live in the shadow of more powerful entities.

Alignment and Religion

A culture of survival passed down through generations means many fetchlings prefer to maintain a cautious worldview and adapt to prevailing circumstances. As a result, many trend toward a neutral outlook on life. Some choose to join with local powers for personal or communal advancement, or to tear systems down from the inside. Others attempt to shatter what they see as fetters that bind them and their communities.

No small number of fetchlings are nonreligious, recognizing all gods' powers but revering none. Faithful fetchlings prefer gods that offer protection and stability, be it the pastoral embrace of Erastil or the binding chains of Zon-Kuthon. Those who travel alone or pass between planes seek the comfort of Alseta, Desna, and Gozreh. Calistria appeals to ambitious fetchlings, while Grandmother Spider and Sivanah help those who wish to move through the world unnoticed or unfettered. Some worship these three as a pantheon called the Laughing Veil; a few even include Norgorber as a fourth member.

Names

Fetchlings adapted to a new world, and their names do the same. These names commonly include phonetic qualities from multiple languages or are simply local cultural names that fetchling families find compelling. Other dominant naming conventions include flowing sounds, harsh or hissing consonants, and surnames that refer to important relatives or community traits.

Sample Names

Amelisce, Ashka, Drosil, Eitsanara, Eomva, Ikyamek, Inva, Jegan, Lirtae, Meotrai, Sorsul, Zokaratz

Fetchling Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Free

Languages Common, Shadowtongue

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, D'ziriak, Necril, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Fetchling, Humanoid

Senses Darkvision

Fetchling Heritages

@UUID[Compendium.pf2e.heritages.Item.Bright Fetchling]

@UUID[Compendium.pf2e.heritages.Item.Deep Fetchling]

@UUID[Compendium.pf2e.heritages.Item.Liminal Fetchling]

@UUID[Compendium.pf2e.heritages.Item.Resolute Fetchling]

@UUID[Compendium.pf2e.heritages.Item.Wisp Fetchling]

", + "content": "

Once human and now something apart, fetchlings display the Shadow Plane's ancient influence through monochrome complexions, glowing eyes, and the casting of supernatural shadows.


Fetchlings are a striking people whose skin appears entirely drained of color. These lithe and shadowy beings seem to sink and vanish into the gloom. They see in darkness, exercise control over shadows, and have strange occult powers. Some fetchlings develop their powers enough to pass between the Shadow and Material Planes, leaving other ancestries to whisper about figures that emerge from shaded corners and then vanish without a trace. Through magic and other means, they've spread across Golarion and the planes beyond, as adaptable as the humans they once were.

The first fetchlings were refugees. Ages ago, when Earthfall destroyed ancient Azlant and cast the world into darkness, one small group of Azlanti pleaded for rescue. A mysterious hooded figure known as the Widow answered their call, slicing open a passage into the Shadow Plane. The Azlanti stepped through, trading the darkness of Earthfall for a deep shadow. As they navigated the plane's strange environs and dangerous inhabitants, its nature slowly worked monumental changes on the survivors.

If you want a character more at home in a mirror world of shadow, infused with umbral gloom, and who embodies the dualities of light and darkness, you should play a fetchling.

You Might…

Others Probably…

Physical Description

Most of the Shadow Plane appears as an altered version of the Material Plane but leeched of color. These same forces in the Shadow Plane have touched fetchlings, whose skin tones fall on a monochromatic scale from stark white to deep black, and all the shades of gray between. Their bodies are just as diverse in shape and size as humans, though most display a certain fluidity of motion reminiscent of shifting shadows. Fetchlings' reflective, pupilless eyes can pierce darkness. A fetchling's most notable feature is their shadow, which almost never faithfully reflects their body. Instead, fetchling shadows might have incongruous shapes or sizes, while others flicker, move of their own accord, or imitate the shadow of another nearby creature.

Society

Most fetchlings remain close to Golarion on either the Material or Shadow Planes, either forming majority-fetchling communities or forging solitary paths. Both planar groups tend to be insular; many fetchling cultures preserve memories of their early, perilous days confronting the Shadow Plane's hostile or beguiling denizens. Their predilection for forming tight communal bonds and adapting to local customs has spread to become part of broader fetchling culture, reinforced by two major fetchling groups—the Estlaris and Sharedars—who live in the shadow of more powerful entities.

Alignment and Religion

A culture of survival passed down through generations means many fetchlings prefer to maintain a cautious worldview and adapt to prevailing circumstances. As a result, many trend toward a neutral outlook on life. Some choose to join with local powers for personal or communal advancement, or to tear systems down from the inside. Others attempt to shatter what they see as fetters that bind them and their communities.

No small number of fetchlings are nonreligious, recognizing all gods' powers but revering none. Faithful fetchlings prefer gods that offer protection and stability, be it the pastoral embrace of Erastil or the binding chains of Zon-Kuthon. Those who travel alone or pass between planes seek the comfort of Alseta, Desna, and Gozreh. Calistria appeals to ambitious fetchlings, while Grandmother Spider and Sivanah help those who wish to move through the world unnoticed or unfettered. Some worship these three as a pantheon called the Laughing Veil; a few even include Norgorber as a fourth member.

Names

Fetchlings adapted to a new world, and their names do the same. These names commonly include phonetic qualities from multiple languages or are simply local cultural names that fetchling families find compelling. Other dominant naming conventions include flowing sounds, harsh or hissing consonants, and surnames that refer to important relatives or community traits.

Sample Names

Amelisce, Ashka, Drosil, Eitsanara, Eomva, Ikyamek, Inva, Jegan, Lirtae, Meotrai, Sorsul, Zokaratz

Fetchling Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Free

Languages Common, Shadowtongue

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, D'ziriak, Necril, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Fetchling, Humanoid

Senses Darkvision

Fetchling Heritages

@UUID[Compendium.pf2e.heritages.Item.Bright Fetchling]

@UUID[Compendium.pf2e.heritages.Item.Deep Fetchling]

@UUID[Compendium.pf2e.heritages.Item.Liminal Fetchling]

@UUID[Compendium.pf2e.heritages.Item.Resolute Fetchling]

@UUID[Compendium.pf2e.heritages.Item.Wisp Fetchling]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -272,18 +278,18 @@ }, { "_id": "vTB1bTYVE4onyyy1", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Fleshwarp", "sort": 1300000, "src": null, "system": {}, "text": { - "content": "

Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, or unnatural energies. Their unorthodox appearance can make it difficult for them to find a place for themselves in the world.


Magic and science that can warp bone and twist sinew are all too common on Golarion. Fleshwarps are those who have been permanently altered by such methods—sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators.

The ancestry name \"fleshwarp\" is an umbrella term, since on Golarion the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, technology, or fringe science. Whether practiced by Thassilonian wizards, Nexian fleshcrafters, or the drow of the Darklands, fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by traditional fleshwarping should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry.

Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character!

If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp.

You Might...

Others Probably...

Physical Description

Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different.

Society

Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them.

Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones.

Alignment and Religion

Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. As a consequence, few fleshwarps are lawful. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. Most are neutral in alignment, for while alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with faith at all (viewing themselves as scorned by the gods or simply seeing faith as impractical for survival) or are exceptionally devout. Religious fleshwarps often revere Arazni, Calistria, Desna, or Gozreh; evil fleshwarps typically turn to Lamashtu, finding consolation in the Mother of Monsters.

Names

Fleshwarps can come from-and thus have names from-any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as \"Triple Handed,\" \"Barkfoot,\" or \"Many-Mouth.\"

Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about.

Sample Names

Borble, Dag, Feff, Hurn, Kemp, Omber, Ostro, Shurni, Surm, Wumpin

Fleshwarp Mechanics

Rarity Rare

Hit Points 10

Size Medium or Small

Speed 25 feet

Attribute Boosts Constitution, Free

Languages Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Aberration, Humanoid

Senses Low-Light Vision

Unusual Anatomy Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.

Fleshwarp Heritages

@UUID[Compendium.pf2e.heritages.Item.Cataphract Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Created Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Discarded Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Mutated Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Shapewrought Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Surgewise Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Technological Fleshwarp]

", + "content": "

Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, or unnatural energies. Their unorthodox appearance can make it difficult for them to find a place for themselves in the world.


Magic and science that can warp bone and twist sinew are all too common on Golarion. Fleshwarps are those who have been permanently altered by such methods—sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators.

The ancestry name \"fleshwarp\" is an umbrella term, since on Golarion the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, technology, or fringe science. Whether practiced by Thassilonian wizards, Nexian fleshcrafters, or the drow of the Darklands, fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by traditional fleshwarping should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry.

Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character!

If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp.

You Might...

Others Probably...

Physical Description

Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different.

Society

Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them.

Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones.

Alignment and Religion

Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. As a consequence, few fleshwarps are lawful. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. Most are neutral in alignment, for while alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with faith at all (viewing themselves as scorned by the gods or simply seeing faith as impractical for survival) or are exceptionally devout. Religious fleshwarps often revere Arazni, Calistria, Desna, or Gozreh; evil fleshwarps typically turn to Lamashtu, finding consolation in the Mother of Monsters.

Names

Fleshwarps can come from-and thus have names from-any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as \"Triple Handed,\" \"Barkfoot,\" or \"Many-Mouth.\"

Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about.

Sample Names

Borble, Dag, Feff, Hurn, Kemp, Omber, Ostro, Shurni, Surm, Wumpin

Fleshwarp Mechanics

Rarity Rare

Hit Points 10

Size Medium or Small

Speed 25 feet

Attribute Boosts Constitution, Free

Languages Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Aberration, Humanoid

Senses Low-Light Vision

Unusual Anatomy Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.

Fleshwarp Heritages

@UUID[Compendium.pf2e.heritages.Item.Cataphract Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Created Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Discarded Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Mutated Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Shapewrought Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Surgewise Fleshwarp]

@UUID[Compendium.pf2e.heritages.Item.Technological Fleshwarp]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -294,18 +300,18 @@ }, { "_id": "kRjkrWAqQNXj3LLP", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Ghoran", "sort": 1400000, "src": null, "system": {}, "text": { - "content": "

These intelligent plant people, created by a long-dead druid, possess a sort of immortality through their seeds—unless these are destroyed by external events other than merely the ravages of time.

During the height of the wars between Geb and Nex long ago, the archmage Nex asked the renegade druid Ghorus to create a plant that would feed his people even in the most inhospitable land. Ghorus did so, developing a flower that would adapt to every environment and withstand every sort of magecraft and spellworking. He succeeded too well. In the strange soil of the Impossible Lands, the flower grew and soon began to think—and then to walk and speak. These were the first ghorans. Despite their new awareness, ghorans found that many other peoples were adept at ignoring inconvenient truths, especially those involving where their next meal might come from. Bit by bit, seed by seed, ghorans grew themselves into humanoid forms, hoping to engender sympathy by mirroring the appearance of humanoids. It eventually worked, and the ghorans won citizenship and protected status in the nation of Nex. Even so, time and predation has taken its toll; the population of ghorans is small and ever dwindling.

Each ghoran is essentially an ancient spark of life that inhabits, successively, a series of plantlike bodies. Every twenty years or so, a ghoran produces a seed. Their old body withers away as their soul enters the seed, which then swiftly produces a new body. The process brings with it minor changes in personality and some loss of more distant memories, such that each new ghoran is related to their predecessor while still being a different individual. The art of creating more ghorans died with the druid Ghorus, so they're a tiny but stable minority in the Impossible Lands, dwindling bit by bit over the centuries as a few of them fall to violence and mischance.

If you want a character who's an ancient and alien soul, trying to survive and thrive in a strange and hostile world, you should play a ghoran.

You Might...

Others Probably...

Physical Description

Roughly humanoid in size and shape, a ghoran's body is mostly made up of a fibrous plant material resembling a woody vine, with a face like an enormous, colorful flower. Ghorans have a great deal of control over the shape and structure of their bodies: with a few hours of effort, a ghoran might make themselves taller or shorter, long-limbed or barrel-chested. They have a reputation for tasting deliciously sweet and herbaceous. Most people merely find this quality a curiosity and don't attempt to take a bite, but animals in the wild will sometimes seek them out and attack them. Though they can learn to smile or laugh to fit in with other ancestries, they tend to use a different set of emotional signifiers, fluttering their face-petals to show happiness and making a rustling sound when agitated or upset. Every ghoran has a large cavity within their torso that contains a large seed. When a ghoran's body becomes too decrepit to function, they impart their memories into the seed and plant it into the ground. Within 1 to 2 months, a new ghoran body finishes growing from the seed, and the original ghoran collapses into a pile of inert organic matter. This curious method of propagation leaves a ghoran vulnerable, and many ghorans are defensive about the process among non-ghoran peoples.Being plants, ghorans have no innate understanding of gender in the human sense. Ghorans who find themselves in the company of other ancestries sometimes adopt a more masculine or feminine form, though just as many don't bother.

Society

Ghorans originated in Nex, and most reside as a tiny minority population in that land. In its major cities, they have built little enclaves of their own in neighborhoods featuring sweeping parks and massive trees, with the largest of these enclaves being in Quantium. While they don't possess the magical ability to enter an extradimensional home within a tree like dryads, ghorans live among the trees, typically making their homes within the neighborhoods' big parks. They are extremely skilled at building their abodes so that they don't disrupt the lives of the local flora. Visitors to a ghoran enclave might not realize initially that they've entered a home, assuming instead that they're in a recreational public space. Ghorans don't typically mind the unexpected company so long as the visitors are respectful of the park, of their homes, and of any ghorans they meet. The ghorans who live in major cities are relatively social and accepting of other ancestries, and they tend to be eager to interact, learn about others, and engage in trade. Outside of these cities, ghorans inhabit small, remote communities in the foothills of the Shattered Range and dwell in secluded forests, and they tend to be much more isolationist. Remembering well that Ghorus originally created their ancestry as food for the \"animals,\" they generally have no great desire to get to know other ancestries. However, as each new incarnation slightly shifts a ghoran's personality, they sometimes develop a wanderlust that spurs them to leave an isolated home and travel into the wider world. Often, such ghorans hold bits—or even troves—of ancient lore lost to the outside world for many years, so their journeys can sometimes lead to important new discoveries for others in the Impossible Lands and beyond.

Among themselves, ghorans cooperate easily and instinctively, with no need for a formal government. Work is apportioned by a silent consensus derived from thousands of years of experience, as everyone does what they're best at to cover necessary tasks. This silent consensus is already practiced at determining how to adjust and adapt when one ghoran falls ill or changes in a new incarnation. The addition of new ghorans traveling from afar or of members of other ancestries can sometimes throw off this natural rhythm. The new addition is an unknown quantity, so the entire community keeps tabs on the newcomers, to a potentially unsettling extent, for a short period of analysis. This practice isn't out of any distrust or desire for harm, but rather out of curiosity and a need to understand what the newcomers do well and where they need assistance. Once the ghoran community has drawn a conclusion, they adjust their actions accordingly—everyone simply begins to perform tasks differently to allow newcomers to fit in and contribute, with no official meeting or declaration. In most cases, one of the members of the community realizes they should tell non-ghoran newcomers what the community expects of them, but sometimes no one realizes there's a need to communicate. When this happens, it can leave the ghoran community and the newcomers perplexed at the others' actions and choices, as the community expects the newcomers to simply pitch in and fill the need while the newcomers wait to be told what the community expects of them.

Ghoran communities, operating on this ancient consensus, generally don't have anything resembling leaders. Nonetheless, a community will sometimes appoint a single ghoran as an envoy to outsiders and even give them a title to make the \"animals\" more comfortable when receiving a message from the whole community.

Alignment and religion

Ghorans typically lack driving forces toward good or evil, though their plant-derived values can sometimes make them come across as amoral to people who are not likewise plant based. They have a slight tendency toward law, especially in their own communities. While most ghorans aren't particularly religious, spiritually oriented ones tend to worship nature by means of the Green Faith or, less commonly, Gozreh or one of the Eldest (such as the plantlike Green Mother). They rarely find interest in human-centric deities, as ghorans have distinctly different thought processes and priorities. Faith is a matter that usually doesn't change much from seed to seed and incarnation to incarnation, and that means that the newer deities, especially those ascended in the last few millennia (\"recently,\" from the ghoran perspective) have almost no foothold in ghoran communities.

Names

Most ghorans pick a new name with each incarnation, usually selecting a name or concept that they found pleasing in a past life. Occasionally, a ghoran might reuse a name for several incarnations in a row, especially if remaining in a community of other peoples, though each incarnation is still a distinct person.

Sample Names

Amsalu, Ash, Emnet, Sieri, Ooniel, Arshmarish, Velt, Delphinium, Hach, Emerald, Sable

Ghoran Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Constitution, Free

Languages Common, Sylvan

Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Draconic, Elven, Gnomish, Jotun, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Ghoran, Humanoid, Plant

Senses Low-Light Vision

Photosynthesis You gain nourishment from photosynthesis. You typically don't need to pay for food. If you go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of alchemical sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (40 sp).

Ghoran Heritages

Created with the express purpose of adapting to their environment, ghorans display several distinct physical morphs. Choose one ghoran heritage at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Ancient Ash]

@UUID[Compendium.pf2e.heritages.Item.Enchanting Lily]

@UUID[Compendium.pf2e.heritages.Item.Strong Oak]

@UUID[Compendium.pf2e.heritages.Item.Thorned Rose]

", + "content": "

These intelligent plant people, created by a long-dead druid, possess a sort of immortality through their seeds—unless these are destroyed by external events other than merely the ravages of time.

During the height of the wars between Geb and Nex long ago, the archmage Nex asked the renegade druid Ghorus to create a plant that would feed his people even in the most inhospitable land. Ghorus did so, developing a flower that would adapt to every environment and withstand every sort of magecraft and spellworking. He succeeded too well. In the strange soil of the Impossible Lands, the flower grew and soon began to think—and then to walk and speak. These were the first ghorans. Despite their new awareness, ghorans found that many other peoples were adept at ignoring inconvenient truths, especially those involving where their next meal might come from. Bit by bit, seed by seed, ghorans grew themselves into humanoid forms, hoping to engender sympathy by mirroring the appearance of humanoids. It eventually worked, and the ghorans won citizenship and protected status in the nation of Nex. Even so, time and predation has taken its toll; the population of ghorans is small and ever dwindling.

Each ghoran is essentially an ancient spark of life that inhabits, successively, a series of plantlike bodies. Every twenty years or so, a ghoran produces a seed. Their old body withers away as their soul enters the seed, which then swiftly produces a new body. The process brings with it minor changes in personality and some loss of more distant memories, such that each new ghoran is related to their predecessor while still being a different individual. The art of creating more ghorans died with the druid Ghorus, so they're a tiny but stable minority in the Impossible Lands, dwindling bit by bit over the centuries as a few of them fall to violence and mischance.

If you want a character who's an ancient and alien soul, trying to survive and thrive in a strange and hostile world, you should play a ghoran.

You Might...

Others Probably...

Physical Description

Roughly humanoid in size and shape, a ghoran's body is mostly made up of a fibrous plant material resembling a woody vine, with a face like an enormous, colorful flower. Ghorans have a great deal of control over the shape and structure of their bodies: with a few hours of effort, a ghoran might make themselves taller or shorter, long-limbed or barrel-chested. They have a reputation for tasting deliciously sweet and herbaceous. Most people merely find this quality a curiosity and don't attempt to take a bite, but animals in the wild will sometimes seek them out and attack them. Though they can learn to smile or laugh to fit in with other ancestries, they tend to use a different set of emotional signifiers, fluttering their face-petals to show happiness and making a rustling sound when agitated or upset. Every ghoran has a large cavity within their torso that contains a large seed. When a ghoran's body becomes too decrepit to function, they impart their memories into the seed and plant it into the ground. Within 1 to 2 months, a new ghoran body finishes growing from the seed, and the original ghoran collapses into a pile of inert organic matter. This curious method of propagation leaves a ghoran vulnerable, and many ghorans are defensive about the process among non-ghoran peoples.Being plants, ghorans have no innate understanding of gender in the human sense. Ghorans who find themselves in the company of other ancestries sometimes adopt a more masculine or feminine form, though just as many don't bother.

Society

Ghorans originated in Nex, and most reside as a tiny minority population in that land. In its major cities, they have built little enclaves of their own in neighborhoods featuring sweeping parks and massive trees, with the largest of these enclaves being in Quantium. While they don't possess the magical ability to enter an extradimensional home within a tree like dryads, ghorans live among the trees, typically making their homes within the neighborhoods' big parks. They are extremely skilled at building their abodes so that they don't disrupt the lives of the local flora. Visitors to a ghoran enclave might not realize initially that they've entered a home, assuming instead that they're in a recreational public space. Ghorans don't typically mind the unexpected company so long as the visitors are respectful of the park, of their homes, and of any ghorans they meet. The ghorans who live in major cities are relatively social and accepting of other ancestries, and they tend to be eager to interact, learn about others, and engage in trade. Outside of these cities, ghorans inhabit small, remote communities in the foothills of the Shattered Range and dwell in secluded forests, and they tend to be much more isolationist. Remembering well that Ghorus originally created their ancestry as food for the \"animals,\" they generally have no great desire to get to know other ancestries. However, as each new incarnation slightly shifts a ghoran's personality, they sometimes develop a wanderlust that spurs them to leave an isolated home and travel into the wider world. Often, such ghorans hold bits—or even troves—of ancient lore lost to the outside world for many years, so their journeys can sometimes lead to important new discoveries for others in the Impossible Lands and beyond.

Among themselves, ghorans cooperate easily and instinctively, with no need for a formal government. Work is apportioned by a silent consensus derived from thousands of years of experience, as everyone does what they're best at to cover necessary tasks. This silent consensus is already practiced at determining how to adjust and adapt when one ghoran falls ill or changes in a new incarnation. The addition of new ghorans traveling from afar or of members of other ancestries can sometimes throw off this natural rhythm. The new addition is an unknown quantity, so the entire community keeps tabs on the newcomers, to a potentially unsettling extent, for a short period of analysis. This practice isn't out of any distrust or desire for harm, but rather out of curiosity and a need to understand what the newcomers do well and where they need assistance. Once the ghoran community has drawn a conclusion, they adjust their actions accordingly—everyone simply begins to perform tasks differently to allow newcomers to fit in and contribute, with no official meeting or declaration. In most cases, one of the members of the community realizes they should tell non-ghoran newcomers what the community expects of them, but sometimes no one realizes there's a need to communicate. When this happens, it can leave the ghoran community and the newcomers perplexed at the others' actions and choices, as the community expects the newcomers to simply pitch in and fill the need while the newcomers wait to be told what the community expects of them.

Ghoran communities, operating on this ancient consensus, generally don't have anything resembling leaders. Nonetheless, a community will sometimes appoint a single ghoran as an envoy to outsiders and even give them a title to make the \"animals\" more comfortable when receiving a message from the whole community.

Alignment and religion

Ghorans typically lack driving forces toward good or evil, though their plant-derived values can sometimes make them come across as amoral to people who are not likewise plant based. They have a slight tendency toward law, especially in their own communities. While most ghorans aren't particularly religious, spiritually oriented ones tend to worship nature by means of the Green Faith or, less commonly, Gozreh or one of the Eldest (such as the plantlike Green Mother). They rarely find interest in human-centric deities, as ghorans have distinctly different thought processes and priorities. Faith is a matter that usually doesn't change much from seed to seed and incarnation to incarnation, and that means that the newer deities, especially those ascended in the last few millennia (\"recently,\" from the ghoran perspective) have almost no foothold in ghoran communities.

Names

Most ghorans pick a new name with each incarnation, usually selecting a name or concept that they found pleasing in a past life. Occasionally, a ghoran might reuse a name for several incarnations in a row, especially if remaining in a community of other peoples, though each incarnation is still a distinct person.

Sample Names

Amsalu, Ash, Emnet, Sieri, Ooniel, Arshmarish, Velt, Delphinium, Hach, Emerald, Sable

Ghoran Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Constitution, Free

Languages Common, Sylvan

Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Draconic, Elven, Gnomish, Jotun, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Ghoran, Humanoid, Plant

Senses Low-Light Vision

Photosynthesis You gain nourishment from photosynthesis. You typically don't need to pay for food. If you go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of alchemical sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (40 sp).

Ghoran Heritages

Created with the express purpose of adapting to their environment, ghorans display several distinct physical morphs. Choose one ghoran heritage at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Ancient Ash]

@UUID[Compendium.pf2e.heritages.Item.Enchanting Lily]

@UUID[Compendium.pf2e.heritages.Item.Strong Oak]

@UUID[Compendium.pf2e.heritages.Item.Thorned Rose]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -316,18 +322,18 @@ }, { "_id": "qIu10HByKeRaPPvD", - "category": null, + "category": "s2iWckA2wS32kB7e", "image": {}, "name": "Gnome", "sort": -162500, "src": null, "system": {}, "text": { - "content": "

Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it's unclear why the first gnomes wandered to Golarion, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. Always hungry for new experiences, gnomes constantly wander both mentally and physically, attempting to stave off a terrible ailment that threatens all of their people. This affliction, known as the Bleaching, strikes gnomes who fail to dream, innovate, and take in new experiences. The Bleaching slowly drains the color—literally—from gnomes, and it plunges those affected into states of deep depression that eventually claim their lives. Very few gnomes survive this scourge, becoming deeply morose and wise survivors known as bleachlings.

If you want a character with boundless enthusiasm and an alien, fey outlook on morality and life, you should play a gnome.

You Might...

Others Probably...

Physical Description

Most gnomes stand just over 3 feet in height and weigh little more than a human child. They exhibit a wide range of natural skin, hair, and eye colors. For gnomes that haven't begun the Bleaching, nearly any hair and eye color other than white is possible, with vibrant colors most frequent, while skin tones span a slightly narrower spectrum and tend toward earthy tones and pinkish hues, though occasionally green, black, or pale blue.

Gnomes typically reach physical maturity at the age of 18, though many gnomes maintain a childlike curiosity about the world even into adulthood. A gnome can theoretically live to any age if they can stave off the Bleaching indefinitely, but in practice gnomes rarely live longer than around 400 years.

Society

While most gnomes adopt some of the cultural practices of the region in which they live, they tend to pick and choose, adjusting their communities to fit their own fey logic. This often leads to majority gnome communities eventually consisting almost entirely of gnomes, as other people, bewildered by gnomish political decisions, choose to move elsewhere. Gnomes have little culture that they would consider entirely their own. Exceptionally few gnome kingdoms or nations exist on the surface of Golarion, and most gnomes wouldn't know what to do with such a state if they had one.

By necessity, few gnomes marry for life, instead allowing relationships to run their course before amicably moving on, the better to stave off the Bleaching with new experiences. Though gnome families tend to be small, many gnome communities raise children communally, with fluid family boundaries. Gnome names can get quite complex and polysyllabic. Gnomes rarely concern themselves with how easy their names are to pronounce, and they often go by shorter nicknames. Among gnomes, the shorter the name, the more feminine it's considered to be.

Sample Names

Abroshtor, Bastargre, Besh, Fijit, Halungalom, Krolmnite, Neji, Majet, Pai, Poshment, Queck, Trig, Zarzuket, Zatqualmie

Beliefs

Though gnomes are impulsive tricksters with inscrutable motives and confusing methods, many at least attempt to make the world a better place. They are prone to fits of powerful emotion and are rarely shy about helping those they believe deserve it. Gnomes most commonly worship deities that value individuality and nature, such as Cayden Cailean, Desna, Gozreh, and Shelyn.

Popular Edicts

seek new experiences, embrace your inspiration, move from obsession to obsession

Popular Anathema

slow down to explain yourself, deprive someone of all stimulation

Gnome Mechanics

Hit Points 8

Size Small

Speed 25 feet

Attribute Boosts Constitution, Charisma, Free

Attribute Flaw Strength

Languages Common, Gnomish, Sylvan

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Goblin, Jotun, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Senses Low-Light Vision

Gnome Heritages

@UUID[Compendium.pf2e.heritages.Item.Chameleon Gnome]

@UUID[Compendium.pf2e.heritages.Item.Fey-Touched Gnome]

@UUID[Compendium.pf2e.heritages.Item.Sensate Gnome]

@UUID[Compendium.pf2e.heritages.Item.Umbral Gnome]

@UUID[Compendium.pf2e.heritages.Item.Vivacious Gnome]

@UUID[Compendium.pf2e.heritages.Item.Wellspring Gnome]

", + "content": "

Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it's unclear why the first gnomes wandered to Golarion, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. Always hungry for new experiences, gnomes constantly wander both mentally and physically, attempting to stave off a terrible ailment that threatens all of their people. This affliction, known as the Bleaching, strikes gnomes who fail to dream, innovate, and take in new experiences. The Bleaching slowly drains the color—literally—from gnomes, and it plunges those affected into states of deep depression that eventually claim their lives. Very few gnomes survive this scourge, becoming deeply morose and wise survivors known as bleachlings.

If you want a character with boundless enthusiasm and an alien, fey outlook on morality and life, you should play a gnome.

You Might...

Others Probably...

Physical Description

Most gnomes stand just over 3 feet in height and weigh little more than a human child. They exhibit a wide range of natural skin, hair, and eye colors. For gnomes that haven't begun the Bleaching, nearly any hair and eye color other than white is possible, with vibrant colors most frequent, while skin tones span a slightly narrower spectrum and tend toward earthy tones and pinkish hues, though occasionally green, black, or pale blue.

Gnomes typically reach physical maturity at the age of 18, though many gnomes maintain a childlike curiosity about the world even into adulthood. A gnome can theoretically live to any age if they can stave off the Bleaching indefinitely, but in practice gnomes rarely live longer than around 400 years.

Society

While most gnomes adopt some of the cultural practices of the region in which they live, they tend to pick and choose, adjusting their communities to fit their own fey logic. This often leads to majority gnome communities eventually consisting almost entirely of gnomes, as other people, bewildered by gnomish political decisions, choose to move elsewhere. Gnomes have little culture that they would consider entirely their own. Exceptionally few gnome kingdoms or nations exist on the surface of Golarion, and most gnomes wouldn't know what to do with such a state if they had one.

By necessity, few gnomes marry for life, instead allowing relationships to run their course before amicably moving on, the better to stave off the Bleaching with new experiences. Though gnome families tend to be small, many gnome communities raise children communally, with fluid family boundaries. Gnome names can get quite complex and polysyllabic. Gnomes rarely concern themselves with how easy their names are to pronounce, and they often go by shorter nicknames. Among gnomes, the shorter the name, the more feminine it's considered to be.

Sample Names

Abroshtor, Bastargre, Besh, Fijit, Halungalom, Krolmnite, Neji, Majet, Pai, Poshment, Queck, Trig, Zarzuket, Zatqualmie

Beliefs

Though gnomes are impulsive tricksters with inscrutable motives and confusing methods, many at least attempt to make the world a better place. They are prone to fits of powerful emotion and are rarely shy about helping those they believe deserve it. Gnomes most commonly worship deities that value individuality and nature, such as Cayden Cailean, Desna, Gozreh, and Shelyn.

Popular Edicts

seek new experiences, embrace your inspiration, move from obsession to obsession

Popular Anathema

slow down to explain yourself, deprive someone of all stimulation

Gnome Mechanics

Hit Points 8

Size Small

Speed 25 feet

Attribute Boosts Constitution, Charisma, Free

Attribute Flaw Strength

Languages Common, Gnomish, Sylvan

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Goblin, Jotun, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Senses Low-Light Vision

Gnome Heritages

@UUID[Compendium.pf2e.heritages.Item.Chameleon Gnome]

@UUID[Compendium.pf2e.heritages.Item.Fey-Touched Gnome]

@UUID[Compendium.pf2e.heritages.Item.Sensate Gnome]

@UUID[Compendium.pf2e.heritages.Item.Umbral Gnome]

@UUID[Compendium.pf2e.heritages.Item.Vivacious Gnome]

@UUID[Compendium.pf2e.heritages.Item.Wellspring Gnome]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -338,18 +344,18 @@ }, { "_id": "Gn0XGCWDb0N4zLE0", - "category": null, + "category": "s2iWckA2wS32kB7e", "image": {}, "name": "Goblin", "sort": -129687, "src": null, "system": {}, "text": { - "content": "

The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big. Many goblins enjoy simpler delights like songs, fire, and eating, and hate reading, dogs, and horses. Other goblins might have more complex pursuits, though, such as tinkering with scraps or concocting snacks and explosives from most anything.

If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.

You Might...

Others Probably...

Physical Description

Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.

Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.

Society

Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.

Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as \"longshanks,\" won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier.

Sample Names

Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini

Beliefs

Even the most well-intentioned goblins have trouble following the rules, meaning goblin adventurers are often unsure whether they're on the right side of the law. Organized worship likewise confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating—sometimes even attributing deific status to fellow goblins of note. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean.

Popular Edicts

invent songs for every occasion, turn trash into your treasures, solve problems with fire

Popular Anathema

trust a dog or horse, learn to read

Goblin Mechanics

Hit Points 6

Size Small

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Wisdom

Languages Common, Goblin

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnomish, Kholo, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Goblin, Humanoid

Senses Darkvision

Goblin Heritages

@UUID[Compendium.pf2e.heritages.Item.Charhide Goblin]

@UUID[Compendium.pf2e.heritages.Item.Irongut Goblin]

@UUID[Compendium.pf2e.heritages.Item.Razortooth Goblin]

@UUID[Compendium.pf2e.heritages.Item.Snow Goblin]

@UUID[Compendium.pf2e.heritages.Item.Tailed Goblin]

@UUID[Compendium.pf2e.heritages.Item.Treedweller Goblin]

@UUID[Compendium.pf2e.heritages.Item.Unbreakable Goblin]

", + "content": "

The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big. Many goblins enjoy simpler delights like songs, fire, and eating, and hate reading, dogs, and horses. Other goblins might have more complex pursuits, though, such as tinkering with scraps or concocting snacks and explosives from most anything.

If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.

You Might...

Others Probably...

Physical Description

Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.

Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.

Society

Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.

Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as \"longshanks,\" won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier.

Sample Names

Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini

Beliefs

Even the most well-intentioned goblins have trouble following the rules, meaning goblin adventurers are often unsure whether they're on the right side of the law. Organized worship likewise confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating—sometimes even attributing deific status to fellow goblins of note. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean.

Popular Edicts

invent songs for every occasion, turn trash into your treasures, solve problems with fire

Popular Anathema

trust a dog or horse, learn to read

Goblin Mechanics

Hit Points 6

Size Small

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Wisdom

Languages Common, Goblin

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnomish, Kholo, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Goblin, Humanoid

Senses Darkvision

Goblin Heritages

@UUID[Compendium.pf2e.heritages.Item.Charhide Goblin]

@UUID[Compendium.pf2e.heritages.Item.Irongut Goblin]

@UUID[Compendium.pf2e.heritages.Item.Razortooth Goblin]

@UUID[Compendium.pf2e.heritages.Item.Snow Goblin]

@UUID[Compendium.pf2e.heritages.Item.Tailed Goblin]

@UUID[Compendium.pf2e.heritages.Item.Treedweller Goblin]

@UUID[Compendium.pf2e.heritages.Item.Unbreakable Goblin]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -360,18 +366,18 @@ }, { "_id": "jKglnHBFvzI80tIe", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Goloma", "sort": 1700000, "src": null, "system": {}, "text": { - "content": "

Golomas fear most other people and deliberately use their unusual biology to frighten off those they consider to be dangerous predators. Rarely seen and poorly understood, golomas' many-eyed and wooden faced visages instill terror in most they meet.


Though just as capable of being dangerous as any intelligent creature on Golarion, golomas have a deep-rooted psychological understanding that they are prey, and that all two-eyed people are predators. As a result, golomas rarely reveal themselves to others, and when they do, they often adopt threatening personas as a means to protect themselves. Even those few golomas who venture out into greater Mwangi society often have trouble relating to other ancestries, due to their strong differences in perception and mindset.

You Might...

Others Probably...

Physical Description

Golomas are humanoids with rough skin that ranges in color from warm brown to ebony, although sickly gray or white individuals with albinism are not uncommon. Their fingers and feet are coated with a thin layer of chitin. A goloma's face is an oblong wedge made of smooth chitin, almost resembling a wooden mask. Protruding from this face are eight gelatinous, shining eyes. A goloma's mouth and jaw are located beneath their face-plate, and a bony crest juts from the top of their chitinous visage. The back of a goloma's head and neck is coated in black hair that is filled with thousands of tiny, peering eyes. These eyes tend to glow and squirm as they look around-an unsettling sight for most.

Society

An ancient goloma story states that during a calamity unleashed long ago, gods and demons burst forth from the earth to steal the eyes from other creatures. Only the golomas and others who were in hiding were spared-yet golomas soon began to be hunted by the now two-eyed people, who were hungry to take goloma eyes to replace what they had lost. This accurately sums up most golomas' mentalities: to be exposed is to be vulnerable, and to trust a stranger is deadly. Golomas usually travel and live with groups of other golomas, as this is where they feel most comfortable.

Golomas learn at a young age to be vigilant at all times, observing the environment for any irregularities and then reacting with quick, calculated instinct rather than deliberative action. Other ancestries often perceive golomas to be paranoid and hypervigilant. Golomas are also better at wide-scale observation than observation of specific things-they can easily notice commonalities across large fields but have difficulty remembering what a specific object or creature looked like. This only increases their paranoia, as they have trouble visually distinguishing known friends from potentially hostile foes.

Alignment and Religion

Golomas tend to focus on their own survival and thus are typically neutral, though those who find more comfort in conformity than others trend toward lawful alignments. Golomas often pay homage to Kalekot, a deity of protective fear, as the guardian of their people, though not one to be trusted. Kalekot is called upon to curse those who victimize golomas, as most feel that justice can only be attained using supernatural means. Other popular gods include Mazludeh and Grandmother Spider, who encourage the strength of community, though a typical goloma's idea of community is often very insular.

Names

A goloma's true name is kept among golomas, as there are hundreds of cautionary tales of what could happen if another creature learns a goloma's true name. Names tend to lack soft syllables, which golomas often struggle to pronounce, and typically consist of hard consonants and individually enunciated vowels instead. Among other people, golomas tend to use names that are intended to be intimidating, taking elements and sounds from Aklo, Necril, or words from local languages that seem to cause strong reactions.

Sample Names

Biqkuul, Ehbouja, Haamaah, Kouzo, Quaerjii, Tebaazu, Uruueda, Zekuukeu

Goloma Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 30 feet

Attribute Boosts Wisdom, Free

Languages Goloma, Mwangi

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Chthonian, Draconic, Elven, Fey, Halfling, Necril, Orcish, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Goloma, Humanoid

Eyes in Back You have eyes that point in several different directions and instinctively notice movement in the peripheries of your vision. When you use the Seek basic action, you can look for creatures in two areas instead of one. If precision is necessary, you can select two 30-foot cones or 15-foot bursts within line of sight instead of one.

Goloma Heritages

Choose one of the following goloma heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Farsight Goloma]

@UUID[Compendium.pf2e.heritages.Item.Frightful Goloma]

@UUID[Compendium.pf2e.heritages.Item.Insightful Goloma]

@UUID[Compendium.pf2e.heritages.Item.Vicious Goloma]

@UUID[Compendium.pf2e.heritages.Item.Vigilant Goloma]

", + "content": "

Golomas fear most other people and deliberately use their unusual biology to frighten off those they consider to be dangerous predators. Rarely seen and poorly understood, golomas' many-eyed and wooden faced visages instill terror in most they meet.


Though just as capable of being dangerous as any intelligent creature on Golarion, golomas have a deep-rooted psychological understanding that they are prey, and that all two-eyed people are predators. As a result, golomas rarely reveal themselves to others, and when they do, they often adopt threatening personas as a means to protect themselves. Even those few golomas who venture out into greater Mwangi society often have trouble relating to other ancestries, due to their strong differences in perception and mindset.

You Might...

Others Probably...

Physical Description

Golomas are humanoids with rough skin that ranges in color from warm brown to ebony, although sickly gray or white individuals with albinism are not uncommon. Their fingers and feet are coated with a thin layer of chitin. A goloma's face is an oblong wedge made of smooth chitin, almost resembling a wooden mask. Protruding from this face are eight gelatinous, shining eyes. A goloma's mouth and jaw are located beneath their face-plate, and a bony crest juts from the top of their chitinous visage. The back of a goloma's head and neck is coated in black hair that is filled with thousands of tiny, peering eyes. These eyes tend to glow and squirm as they look around-an unsettling sight for most.

Society

An ancient goloma story states that during a calamity unleashed long ago, gods and demons burst forth from the earth to steal the eyes from other creatures. Only the golomas and others who were in hiding were spared-yet golomas soon began to be hunted by the now two-eyed people, who were hungry to take goloma eyes to replace what they had lost. This accurately sums up most golomas' mentalities: to be exposed is to be vulnerable, and to trust a stranger is deadly. Golomas usually travel and live with groups of other golomas, as this is where they feel most comfortable.

Golomas learn at a young age to be vigilant at all times, observing the environment for any irregularities and then reacting with quick, calculated instinct rather than deliberative action. Other ancestries often perceive golomas to be paranoid and hypervigilant. Golomas are also better at wide-scale observation than observation of specific things-they can easily notice commonalities across large fields but have difficulty remembering what a specific object or creature looked like. This only increases their paranoia, as they have trouble visually distinguishing known friends from potentially hostile foes.

Alignment and Religion

Golomas tend to focus on their own survival and thus are typically neutral, though those who find more comfort in conformity than others trend toward lawful alignments. Golomas often pay homage to Kalekot, a deity of protective fear, as the guardian of their people, though not one to be trusted. Kalekot is called upon to curse those who victimize golomas, as most feel that justice can only be attained using supernatural means. Other popular gods include Mazludeh and Grandmother Spider, who encourage the strength of community, though a typical goloma's idea of community is often very insular.

Names

A goloma's true name is kept among golomas, as there are hundreds of cautionary tales of what could happen if another creature learns a goloma's true name. Names tend to lack soft syllables, which golomas often struggle to pronounce, and typically consist of hard consonants and individually enunciated vowels instead. Among other people, golomas tend to use names that are intended to be intimidating, taking elements and sounds from Aklo, Necril, or words from local languages that seem to cause strong reactions.

Sample Names

Biqkuul, Ehbouja, Haamaah, Kouzo, Quaerjii, Tebaazu, Uruueda, Zekuukeu

Goloma Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 30 feet

Attribute Boosts Wisdom, Free

Languages Goloma, Mwangi

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Chthonian, Draconic, Elven, Fey, Halfling, Necril, Orcish, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Goloma, Humanoid

Eyes in Back You have eyes that point in several different directions and instinctively notice movement in the peripheries of your vision. When you use the Seek basic action, you can look for creatures in two areas instead of one. If precision is necessary, you can select two 30-foot cones or 15-foot bursts within line of sight instead of one.

Goloma Heritages

Choose one of the following goloma heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Farsight Goloma]

@UUID[Compendium.pf2e.heritages.Item.Frightful Goloma]

@UUID[Compendium.pf2e.heritages.Item.Insightful Goloma]

@UUID[Compendium.pf2e.heritages.Item.Vicious Goloma]

@UUID[Compendium.pf2e.heritages.Item.Vigilant Goloma]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -382,18 +388,18 @@ }, { "_id": "voI7uPS9vsG74JIn", - "category": null, + "category": "s2iWckA2wS32kB7e", "image": {}, "name": "Halfling", "sort": -96875, "src": null, "system": {}, "text": { - "content": "

Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within larger cities, carving out small communities alongside taller folk. Optimistic, cheerful, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado. At once excitable and easygoing, halflings are the best kind of opportunists, and their passions favor joy over violence. While their curiosity sometimes drives them toward adventure, halflings also carry strong ties to house and home.

If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.

You Might...

Others Probably...

Physical Description

Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child.

Most halflings prefer to walk barefoot rather than wear shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black.

Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.

Society

Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have few cultural centers in the Inner Sea region, and they instead tend to weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family. Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance for their people. However, they understand that elves and humans might have longer names to suit their own aesthetics.

Sample Names

Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra

Beliefs

Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture and beliefs of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures. Halflings favor gods that either grant luck, like Desna, or encourage guile, like Norgorber, and many appreciate Cayden Cailean's role as a liberator, as well as any religions common among other ancestries around them.

Popular Edicts

share good meals with friends and strangers alike, stand up to bullies and oppressors, stay beneath the taller folk's notice

Popular Anathema

take your luck for granted

Halfling Mechanics

Hit Points 6

Size Small

Speed 25 feet

Attribute Boosts Dexterity, Wisdom, Free

Attribute Flaw Strength

Languages Common, Halfling

Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Halfling, Humanoid

Keen Eyes Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Halfling Heritages

@UUID[Compendium.pf2e.heritages.Item.Gutsy Halfling]

@UUID[Compendium.pf2e.heritages.Item.Hillock Halfling]

@UUID[Compendium.pf2e.heritages.Item.Jinxed Halfling]

@UUID[Compendium.pf2e.heritages.Item.Nomadic Halfling]

@UUID[Compendium.pf2e.heritages.Item.Observant Halfling]

@UUID[Compendium.pf2e.heritages.Item.Twilight Halfling]

@UUID[Compendium.pf2e.heritages.Item.Wildwood Halfling]

", + "content": "

Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within larger cities, carving out small communities alongside taller folk. Optimistic, cheerful, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado. At once excitable and easygoing, halflings are the best kind of opportunists, and their passions favor joy over violence. While their curiosity sometimes drives them toward adventure, halflings also carry strong ties to house and home.

If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.

You Might...

Others Probably...

Physical Description

Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child.

Most halflings prefer to walk barefoot rather than wear shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black.

Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.

Society

Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have few cultural centers in the Inner Sea region, and they instead tend to weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family. Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance for their people. However, they understand that elves and humans might have longer names to suit their own aesthetics.

Sample Names

Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra

Beliefs

Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture and beliefs of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures. Halflings favor gods that either grant luck, like Desna, or encourage guile, like Norgorber, and many appreciate Cayden Cailean's role as a liberator, as well as any religions common among other ancestries around them.

Popular Edicts

share good meals with friends and strangers alike, stand up to bullies and oppressors, stay beneath the taller folk's notice

Popular Anathema

take your luck for granted

Halfling Mechanics

Hit Points 6

Size Small

Speed 25 feet

Attribute Boosts Dexterity, Wisdom, Free

Attribute Flaw Strength

Languages Common, Halfling

Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Halfling, Humanoid

Keen Eyes Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Halfling Heritages

@UUID[Compendium.pf2e.heritages.Item.Gutsy Halfling]

@UUID[Compendium.pf2e.heritages.Item.Hillock Halfling]

@UUID[Compendium.pf2e.heritages.Item.Jinxed Halfling]

@UUID[Compendium.pf2e.heritages.Item.Nomadic Halfling]

@UUID[Compendium.pf2e.heritages.Item.Observant Halfling]

@UUID[Compendium.pf2e.heritages.Item.Twilight Halfling]

@UUID[Compendium.pf2e.heritages.Item.Wildwood Halfling]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -404,18 +410,18 @@ }, { "_id": "DuWzeY4zugKFFthl", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Hobgoblin", "sort": 58985, "src": null, "system": {}, "text": { - "content": "

Taller and stronger than their goblin kin, hobgoblins are equals in strength and size to humans, with broad shoulders and long, powerful arms. The Avistani cycle of unthinking conflict with hobgoblins has recently been upended by Oprak, the newly established hobgoblin nation in the mountains between Nidal and Nirmathas. Now under strict orders to not start conflicts with other nations, these hobgoblins have begun to cautiously investigate in the spirit of cooperation rather than conquest. Many people, especially those who suffered terrible cruelties caused by hobgoblins, fear that this is simply a pause in aggression while Oprak gains enough strength to crush its rivals. Others hope these bold soldiers might prove to be powerful allies.

You might...

Others Probably...

Physical Description

Hobgoblins have bald, wide heads and beady eyes, as well as gray skin that becomes steely blue when tanned. They're remarkably hardy; hobgoblins recover from illnesses quickly and are able to exert themselves for long periods of time with little difficulty.

Hobgoblins mature quickly, and most can walk, talk, and hold a weapon by the time they are 1 year old. They reach adolescence by the age of 8 to 12 and adulthood around 14. Hobgoblins typically live up to 70 years of age.

Society

Hobgoblins structure their society after military hierarchies. Even civilian groups such as farming collectives or trading houses organize into regiments, companies, and divisions. Hobgoblin veterans hold a high place in their society, usually becoming leaders or advisors. Magic is rarely practiced and often derided, as most hobgoblins don't trust it over the strength of their own sword arms. Their arts tend to have a military bent; many hobgoblins consider stirring marches and weaponsmithing the only artistic endeavors worth pursuing.

Like goblins, hobgoblin names tend to be simple, though hobgoblin names usually sound more guttural and forceful. On rare occasions, hobgoblins will alter their names, keeping the core but adding aspects, usually in response to extreme trauma or a life-altering event. Hobgoblins have no surnames, considering them both pointless and presumptuous; an individual's merits and demerits are to be earned by their actions, not by an association with a particular lineage.

Sample Names

Aze, Druknar, Ghargam, Hathkren, Imakra, Kralaeng, Mazkol, Olzu, Rezal, Sivkrag, Volmak, Zornum

Beliefs

Most hobgoblins prefer to live within established hierarchies. While many consider sentimentality weak, those with mild temperaments have recently found success in diplomacy and international outreach. Faith has little place in hobgoblin society, as many feel it is impractical, though religious hobgoblins can gain a begrudging modicum of acceptance due to their useful healing magic.

Popular Edicts

disdain arcane magic, hide sentimentality and positive emotions, jump at chances to prove yourself

Popular Anathema

disobey military orders

Hobgoblin Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Constitution, Intelligence, Free

Attribute Flaw Wisdom

Languages Goblin, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Jotun, Halfling, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Hobgoblin, Humanoid

Senses Darkvision

Hobgoblin Heritages

@UUID[Compendium.pf2e.heritages.Item.Elfbane Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Runtboss Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Shortshanks Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Smokeworker Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Steelskin Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Warmarch Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Warrenbred Hobgoblin]

", + "content": "

Taller and stronger than their goblin kin, hobgoblins are equals in strength and size to humans, with broad shoulders and long, powerful arms. The Avistani cycle of unthinking conflict with hobgoblins has recently been upended by Oprak, the newly established hobgoblin nation in the mountains between Nidal and Nirmathas. Now under strict orders to not start conflicts with other nations, these hobgoblins have begun to cautiously investigate in the spirit of cooperation rather than conquest. Many people, especially those who suffered terrible cruelties caused by hobgoblins, fear that this is simply a pause in aggression while Oprak gains enough strength to crush its rivals. Others hope these bold soldiers might prove to be powerful allies.

You might...

Others Probably...

Physical Description

Hobgoblins have bald, wide heads and beady eyes, as well as gray skin that becomes steely blue when tanned. They're remarkably hardy; hobgoblins recover from illnesses quickly and are able to exert themselves for long periods of time with little difficulty.

Hobgoblins mature quickly, and most can walk, talk, and hold a weapon by the time they are 1 year old. They reach adolescence by the age of 8 to 12 and adulthood around 14. Hobgoblins typically live up to 70 years of age.

Society

Hobgoblins structure their society after military hierarchies. Even civilian groups such as farming collectives or trading houses organize into regiments, companies, and divisions. Hobgoblin veterans hold a high place in their society, usually becoming leaders or advisors. Magic is rarely practiced and often derided, as most hobgoblins don't trust it over the strength of their own sword arms. Their arts tend to have a military bent; many hobgoblins consider stirring marches and weaponsmithing the only artistic endeavors worth pursuing.

Like goblins, hobgoblin names tend to be simple, though hobgoblin names usually sound more guttural and forceful. On rare occasions, hobgoblins will alter their names, keeping the core but adding aspects, usually in response to extreme trauma or a life-altering event. Hobgoblins have no surnames, considering them both pointless and presumptuous; an individual's merits and demerits are to be earned by their actions, not by an association with a particular lineage.

Sample Names

Aze, Druknar, Ghargam, Hathkren, Imakra, Kralaeng, Mazkol, Olzu, Rezal, Sivkrag, Volmak, Zornum

Beliefs

Most hobgoblins prefer to live within established hierarchies. While many consider sentimentality weak, those with mild temperaments have recently found success in diplomacy and international outreach. Faith has little place in hobgoblin society, as many feel it is impractical, though religious hobgoblins can gain a begrudging modicum of acceptance due to their useful healing magic.

Popular Edicts

disdain arcane magic, hide sentimentality and positive emotions, jump at chances to prove yourself

Popular Anathema

disobey military orders

Hobgoblin Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Constitution, Intelligence, Free

Attribute Flaw Wisdom

Languages Goblin, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Jotun, Halfling, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Hobgoblin, Humanoid

Senses Darkvision

Hobgoblin Heritages

@UUID[Compendium.pf2e.heritages.Item.Elfbane Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Runtboss Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Shortshanks Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Smokeworker Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Steelskin Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Warmarch Hobgoblin]

@UUID[Compendium.pf2e.heritages.Item.Warrenbred Hobgoblin]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -426,18 +432,18 @@ }, { "_id": "7pU8yM7yPMw92SY3", - "category": null, + "category": "s2iWckA2wS32kB7e", "image": {}, "name": "Human", "sort": -64062, "src": null, "system": {}, "text": { - "content": "

As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.

Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.

If you want a character who can be just about anything, you should play a human.

You Might...

Others Probably...

Physical Description

Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.

Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans have exceptionally mutable physical characteristics compared to other ancestries, with greater variance in height, weight, and other physical parameters.

Beliefs

Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.

Popular Edicts

explore the world, strive for greatness, devote yourself to a moral outlook

Popular Anathema

waste what little time you have

Names

Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.

Ethnicities

A variety of human ethnic groups populates the continents within Golarion's Inner Sea region and in the lands beyond it. Human characters can be of any ethnicity, regardless of what lands they call home. Some examples of Golarion's ethnicities are presented below.

Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon regional language.

Human Mechanics

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Two free attribute boosts

Languages Common

Additional Languages equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

Traits Human, Humanoid

Human Heritages

@UUID[Compendium.pf2e.heritages.Item.Skilled Human]

@UUID[Compendium.pf2e.heritages.Item.Versatile Human]

@UUID[Compendium.pf2e.heritages.Item.Wintertouched Human]

Beginner Box Heritages

These heritages are from the Beginner Box and grant non-standard heritage features.

@UUID[Compendium.pf2e.heritages.Item.Battle-Trained Human (BB)]

@UUID[Compendium.pf2e.heritages.Item.Warden Human (BB)]

Mixed Ancestry Heritages

@UUID[Compendium.pf2e.heritages.Item.Aiuvarin]

@UUID[Compendium.pf2e.heritages.Item.Dromaar]

", + "content": "

As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.

Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.

If you want a character who can be just about anything, you should play a human.

You Might...

Others Probably...

Physical Description

Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.

Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans have exceptionally mutable physical characteristics compared to other ancestries, with greater variance in height, weight, and other physical parameters.

Beliefs

Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.

Popular Edicts

explore the world, strive for greatness, devote yourself to a moral outlook

Popular Anathema

waste what little time you have

Names

Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.

Ethnicities

A variety of human ethnic groups populates the continents within Golarion's Inner Sea region and in the lands beyond it. Human characters can be of any ethnicity, regardless of what lands they call home. Some examples of Golarion's ethnicities are presented below.

Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon regional language.

Human Mechanics

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Two free attribute boosts

Languages Common

Additional Languages equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

Traits Human, Humanoid

Human Heritages

@UUID[Compendium.pf2e.heritages.Item.Skilled Human]

@UUID[Compendium.pf2e.heritages.Item.Versatile Human]

@UUID[Compendium.pf2e.heritages.Item.Wintertouched Human]

Beginner Box Heritages

These heritages are from the Beginner Box and grant non-standard heritage features.

@UUID[Compendium.pf2e.heritages.Item.Battle-Trained Human (BB)]

@UUID[Compendium.pf2e.heritages.Item.Warden Human (BB)]

Mixed Ancestry Heritages

@UUID[Compendium.pf2e.heritages.Item.Aiuvarin]

@UUID[Compendium.pf2e.heritages.Item.Dromaar]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -448,18 +454,18 @@ }, { "_id": "IJOH7nk0w1IybAhp", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Kashrishi", "sort": 2100000, "src": null, "system": {}, "text": { - "content": "

Kashrishi make their homes in remote areas of the world. These quiet beings have stout, durable frames and distinctive crystalline horns. Their inherent psychic abilities make them natural empaths but also occasionally burden them with the unceasing thoughts of their neighbors.

Kashrishi occupy a unique evolutionary branch native to the lands bordering the northern stretches of the Obari Ocean. Resembling halfling-sized bipedal rhinoceroses with the occasional odd insectile feature, kashrishi adapt to their environs with unusual efficiency, using a combination of rapid physical evolutions and inherent psychic powers. Kashrishi are often mistakenly referred to as having hive minds, though they're actually natural empaths, capable of discerning a creature's emotional state and impulses through proximity. This near-oracular behavior occasionally leads to misunderstandings with humanoids who think a kashrishi is reading their thoughts or otherwise magically influencing the conversation, though peoples more familiar with kashrishi come to value their unique insights and intuitive diplomacy.

Kashrishi have an atypical level of control over their physical forms, thanks to their psychic powers, and can evolve new features over the course of a single generation. Typically, these features are intentionally cultivated to help deal with a particular environmental obstacle, such as a change in weather patterns, or if an invasive species affects available food supplies near their settlements.

Kashrishi often tailor their evolutions to match the most successful creatures in their environment. Whether a testament to the resilience of insects or simply a quirk of their environment, many kashrishi evolutions are directly inspired by creatures like the rhinoceros beetle or giant water bug.

If you want a character that's visually distinct, able to naturally access the occult powers of the mind, and great at quickly making friends wherever they go, you should play a kashrishi.

You Might...

Others Probably...

Physical Description

Kashrishi have short but wide frames with remarkable strength for their size. All have signature crystalline horns, though these can grow in a variety of configurations. The most common kashrishi, xyloshis, have a large primary horn and between one and three smaller horns, typically arranged linearly from the tip of their nose and spanning along their nose and brow.

While most kashrishi have light sandy or gray skin tones, their coloration can also echo the tones of their crystalline horns; sapphire, ruby, or emerald patterns aren't so uncommon as to cause another kashrishi to take notice. Kashrishi with strong connections to specific creatures with whom they share their home environments might take on skin patterns or colorations that mirror those creatures. Some stories even talk about kashrishi with wings and butterfly patterns that cover their bodies, though no such kashrishi has been seen in the Impossible Lands for at least a century.

Society

Despite their small stature, kashrishi tend to be terrible at hiding. Their crystalline horns are likely to flare with magical light when they exercise their innate magical powers, and they're raised in an environment where their parents or guardians can almost always find them by feeling for their emotions. As a result, kashrishi tend to be excessively honest and kind, avoiding harmful deceptions but also employing enough tact to ensure they don't evoke unpleasant emotional reactions from others.

Kashrishi lack a clear concept of charity, not because they're cruel or inconsiderate, but rather because their worldview is inherently inclusive of the people around them. Rare indeed is the kashrishi who exercises casual cruelty or who leaves another member of the community in need. Such actions lead to emotional reactions that cause turmoil for all kashrishi in the vicinity.

Kashrishi enjoy various team games, employing games of trivia as measures of both knowledge and psychic ability. They also appreciate games that involve bluffs and double-bluffs with blind cards, testing their abilities to keep their minds clear and their thoughts organized. Kashrishi don't generally condone the act of gambling with outsiders, as many find it challenging to deal with the implications of their psychic abilities, even if they strive to keep their powers secret.

Kashrishi generally engage in monogamous relationships with no real preference toward any particular gender pairing. The height of intimacy for a kashrishi is opening their mind fully to the psychic link of another kashrishi, an act much more personal than anything physical. This act doesn't let kashrishi know whether someone is perfectly compatible with them or that the two mesh entirely—simply that from moment to moment, their inner feelings are more accessible and open, so communication becomes not a guessing game but an entirely wholesome, true experience. Some kashrishi believe that psychic communication should be held exclusively for these intimate moments.

Kashrishi can be found in small groups on the island of Jalmeray and in larger communities occupying the many smaller islands surrounding it. Kashrishi in the Inner Sea region rarely venture beyond the Impossible Lands, though some of their oldest stories speak of a harrowing voyage across the Obari Ocean when their kind fled some long-past disaster.

Kashrishi have no natural enemies. They host pirates and merchants with equal hospitality, so long as that hospitality is respected by their guests. While kashrishi are exceptionally tolerant of the quirks and foibles of other species, they draw a hard line at anyone bringing outside conflicts into their communities. More than one canny pirate captain docks their ship at a kashrishi island after a particularly heated conflict, knowing the pirate hunters and military vessels seeking them won't encroach on kashrishi lands. Escaped criminals hoping to find a new lease on life might also hide in a kashrishi community, doing whatever they can to assist their hosts until whoever is hunting them gives up the chase.

Alignment and religion

Most kashrishi are good, and almost instinctively kind because of their empathic abilities and tight-knit communities. Kashrishi are rarely interested in religion, though a few deities are more likely to be worshipped by kashrishi than others. Desna is known to kashrishi as \"The Crystal Butterfly,\" and when a kashrishi child goes missing, their parents might pray the Crystal Butterfly uses the light of her wings to guide the child home. Besmara is also unusually likely to be worshipped by kashrishi, though her dogma among them is essentially a splinter faith that focuses on her primacy over sea monsters and storms with little regard to the piratical teachings for which most other ancestries know the goddess.

Names

The empathic sense of a kashrishi has its own \"mental fingerprint\" that's unique to each member of the species, and this mental fingerprint can be conveyed through psychic communications as a name. Kashrishi who adventure with non-kashrishi often adopt descriptive names that their companions can more easily speak and remember.

Sample Names

Climber, Firehorn, Guardian, Healer, Lantern, Mother, Scout, Softhand, Tempest, Warrior

Kashrishi Mechanics

Rarity Rare

Hit Points 8

Size Small

Speed 25 feet

Attribute Boosts Constitution, Free

Languages Common, Kashrishi

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aquan, Celestial, Draconic, Sylvan, Terran, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Humanoid, Kashrishi

Emphathic Sense Kashrishi are able to get a vague sense of the current emotional state of others within 15 feet of them. This manifests as a general feeling of happiness, anger, or fear, without any specific details. For those with whom kashrishi have an emotional connection, physical touch can heighten this sense to greater degrees of detail and understanding, increasing with the strength of their bond. This also functions as an imprecise sense alerting you to the presence, but not the precise location, of non-mindless creatures within the area. You gain a +2 circumstance bonus on Perception checks to Sense Motive against non-mindless creatures within the area of your empathic sense

Emphathic Sense Your horn reacts to psychic energy by softly glowing. The horn emanates dim light in a 10-foot emanation until the start of your next turn whenever you use an occult action you gained from an ancestry feat, cast an innate occult spell, or Cast a Spell that has the mental trait.

Kashrishi Heritages

A kashrishi's heritage reflects the unique evolutionary qualities they've adapted for their chosen environments. Choose one kashrishi heritage at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Athamasi]

@UUID[Compendium.pf2e.heritages.Item.Lethoci]

@UUID[Compendium.pf2e.heritages.Item.Nascent]

@UUID[Compendium.pf2e.heritages.Item.Trogloshi]

@UUID[Compendium.pf2e.heritages.Item.Xyloshi]

", + "content": "

Kashrishi make their homes in remote areas of the world. These quiet beings have stout, durable frames and distinctive crystalline horns. Their inherent psychic abilities make them natural empaths but also occasionally burden them with the unceasing thoughts of their neighbors.

Kashrishi occupy a unique evolutionary branch native to the lands bordering the northern stretches of the Obari Ocean. Resembling halfling-sized bipedal rhinoceroses with the occasional odd insectile feature, kashrishi adapt to their environs with unusual efficiency, using a combination of rapid physical evolutions and inherent psychic powers. Kashrishi are often mistakenly referred to as having hive minds, though they're actually natural empaths, capable of discerning a creature's emotional state and impulses through proximity. This near-oracular behavior occasionally leads to misunderstandings with humanoids who think a kashrishi is reading their thoughts or otherwise magically influencing the conversation, though peoples more familiar with kashrishi come to value their unique insights and intuitive diplomacy.

Kashrishi have an atypical level of control over their physical forms, thanks to their psychic powers, and can evolve new features over the course of a single generation. Typically, these features are intentionally cultivated to help deal with a particular environmental obstacle, such as a change in weather patterns, or if an invasive species affects available food supplies near their settlements.

Kashrishi often tailor their evolutions to match the most successful creatures in their environment. Whether a testament to the resilience of insects or simply a quirk of their environment, many kashrishi evolutions are directly inspired by creatures like the rhinoceros beetle or giant water bug.

If you want a character that's visually distinct, able to naturally access the occult powers of the mind, and great at quickly making friends wherever they go, you should play a kashrishi.

You Might...

Others Probably...

Physical Description

Kashrishi have short but wide frames with remarkable strength for their size. All have signature crystalline horns, though these can grow in a variety of configurations. The most common kashrishi, xyloshis, have a large primary horn and between one and three smaller horns, typically arranged linearly from the tip of their nose and spanning along their nose and brow.

While most kashrishi have light sandy or gray skin tones, their coloration can also echo the tones of their crystalline horns; sapphire, ruby, or emerald patterns aren't so uncommon as to cause another kashrishi to take notice. Kashrishi with strong connections to specific creatures with whom they share their home environments might take on skin patterns or colorations that mirror those creatures. Some stories even talk about kashrishi with wings and butterfly patterns that cover their bodies, though no such kashrishi has been seen in the Impossible Lands for at least a century.

Society

Despite their small stature, kashrishi tend to be terrible at hiding. Their crystalline horns are likely to flare with magical light when they exercise their innate magical powers, and they're raised in an environment where their parents or guardians can almost always find them by feeling for their emotions. As a result, kashrishi tend to be excessively honest and kind, avoiding harmful deceptions but also employing enough tact to ensure they don't evoke unpleasant emotional reactions from others.

Kashrishi lack a clear concept of charity, not because they're cruel or inconsiderate, but rather because their worldview is inherently inclusive of the people around them. Rare indeed is the kashrishi who exercises casual cruelty or who leaves another member of the community in need. Such actions lead to emotional reactions that cause turmoil for all kashrishi in the vicinity.

Kashrishi enjoy various team games, employing games of trivia as measures of both knowledge and psychic ability. They also appreciate games that involve bluffs and double-bluffs with blind cards, testing their abilities to keep their minds clear and their thoughts organized. Kashrishi don't generally condone the act of gambling with outsiders, as many find it challenging to deal with the implications of their psychic abilities, even if they strive to keep their powers secret.

Kashrishi generally engage in monogamous relationships with no real preference toward any particular gender pairing. The height of intimacy for a kashrishi is opening their mind fully to the psychic link of another kashrishi, an act much more personal than anything physical. This act doesn't let kashrishi know whether someone is perfectly compatible with them or that the two mesh entirely—simply that from moment to moment, their inner feelings are more accessible and open, so communication becomes not a guessing game but an entirely wholesome, true experience. Some kashrishi believe that psychic communication should be held exclusively for these intimate moments.

Kashrishi can be found in small groups on the island of Jalmeray and in larger communities occupying the many smaller islands surrounding it. Kashrishi in the Inner Sea region rarely venture beyond the Impossible Lands, though some of their oldest stories speak of a harrowing voyage across the Obari Ocean when their kind fled some long-past disaster.

Kashrishi have no natural enemies. They host pirates and merchants with equal hospitality, so long as that hospitality is respected by their guests. While kashrishi are exceptionally tolerant of the quirks and foibles of other species, they draw a hard line at anyone bringing outside conflicts into their communities. More than one canny pirate captain docks their ship at a kashrishi island after a particularly heated conflict, knowing the pirate hunters and military vessels seeking them won't encroach on kashrishi lands. Escaped criminals hoping to find a new lease on life might also hide in a kashrishi community, doing whatever they can to assist their hosts until whoever is hunting them gives up the chase.

Alignment and religion

Most kashrishi are good, and almost instinctively kind because of their empathic abilities and tight-knit communities. Kashrishi are rarely interested in religion, though a few deities are more likely to be worshipped by kashrishi than others. Desna is known to kashrishi as \"The Crystal Butterfly,\" and when a kashrishi child goes missing, their parents might pray the Crystal Butterfly uses the light of her wings to guide the child home. Besmara is also unusually likely to be worshipped by kashrishi, though her dogma among them is essentially a splinter faith that focuses on her primacy over sea monsters and storms with little regard to the piratical teachings for which most other ancestries know the goddess.

Names

The empathic sense of a kashrishi has its own \"mental fingerprint\" that's unique to each member of the species, and this mental fingerprint can be conveyed through psychic communications as a name. Kashrishi who adventure with non-kashrishi often adopt descriptive names that their companions can more easily speak and remember.

Sample Names

Climber, Firehorn, Guardian, Healer, Lantern, Mother, Scout, Softhand, Tempest, Warrior

Kashrishi Mechanics

Rarity Rare

Hit Points 8

Size Small

Speed 25 feet

Attribute Boosts Constitution, Free

Languages Common, Kashrishi

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aquan, Celestial, Draconic, Sylvan, Terran, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Humanoid, Kashrishi

Emphathic Sense Kashrishi are able to get a vague sense of the current emotional state of others within 15 feet of them. This manifests as a general feeling of happiness, anger, or fear, without any specific details. For those with whom kashrishi have an emotional connection, physical touch can heighten this sense to greater degrees of detail and understanding, increasing with the strength of their bond. This also functions as an imprecise sense alerting you to the presence, but not the precise location, of non-mindless creatures within the area. You gain a +2 circumstance bonus on Perception checks to Sense Motive against non-mindless creatures within the area of your empathic sense

Emphathic Sense Your horn reacts to psychic energy by softly glowing. The horn emanates dim light in a 10-foot emanation until the start of your next turn whenever you use an occult action you gained from an ancestry feat, cast an innate occult spell, or Cast a Spell that has the mental trait.

Kashrishi Heritages

A kashrishi's heritage reflects the unique evolutionary qualities they've adapted for their chosen environments. Choose one kashrishi heritage at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Athamasi]

@UUID[Compendium.pf2e.heritages.Item.Lethoci]

@UUID[Compendium.pf2e.heritages.Item.Nascent]

@UUID[Compendium.pf2e.heritages.Item.Trogloshi]

@UUID[Compendium.pf2e.heritages.Item.Xyloshi]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -470,18 +476,18 @@ }, { "_id": "26YL1jOPQQS6k7A9", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Kitsune", "sort": 63087, "src": null, "system": {}, "text": { - "content": "

Kitsune are a charismatic and witty people with a connection to the spiritual that grants them many magical abilities, chiefly the power to shapechange into other forms. Whether they pass unseen among other peoples or hold their tails high, kitsune are clever observers of the societies around them.


Kitsune are shapechangers with two forms: one of a fox-headed humanoid and one largely depending on where they were raised. Those raised in populated areas typically have what's called a tailless form—a humanoid body without any fox features that resembles a more common ancestry, such as an elf or a human. In wooded or rural areas, their second form is more likely to be that of a fox.

Though all-kitsune settlements exist, most live among people of other ancestries, granting them a degree of external insight into social rules or dynamics that others process only subconsciously. Kitsune enjoy subverting expectations as much as they do going along with them. Their fondness for jokes, stories, and wordplay, especially when the twist of a riddle hinges on the listener's assumptions, reinforces their reputation as tricksters.

With dual forms and a connection to both the material and spiritual worlds, kitsune have diverse concepts of self and identity. Some even view their forms as separate individuals altogether, using them to explore different aspects of their personality.

If you want to play a character with innate magical talents and countless hidden facets, each revealed with a glint of the eye and a twisting grin, you should play a kitsune.

You Might...

Others Probably...

Physical Description

Kitsune have alert vulpine ears, pointed snouts, and short, semi-retractable claws on their fingers and toes. Their fur is dense, countershaded, and most often red,tan, black, or white in color. Kitsune have bushy tails that grow in number as they hone their innate magical abilities, to as many as nine.

Society

Kitsune are rarely the majority in whatever communities they inhabit, and many go their whole lives without meeting another kitsune beyond their family. Their society, as much as it exists, centers primarily around the commonalities that kitsune find as they pass among other peoples. The same social perspective that helps them imitate others also makes them quick to notice signs that someone may need help or a kind word. Due to this, kitsune often form strong interpersonal relationships and tend to anchor their social circles.

When two kitsune do meet, they may find themselves exchanging light verbal repartee, enjoying the sport of trying to outwit each other. While it's considered a grave offense to outright give away another kitsune's shapechanging nature, kitsune relish surreptitiously forcing another to \"break character,\" shocking the other into disrupting their transformation through a well-placed comment.

Alignment and Religion

Kitsune often have neutrality in their alignment from balancing their dual natures, though their instinct for stirring up trouble leads many to lean slightly toward chaos. Some possess the ability to control or bend the will of others, but even among those that do, only the evilest use these arts flippantly or selfishly.

The patron kitsune deity is Daikitsu, the goddess of crafting and agriculture. Though not all kitsune necessarily worship Daikitsu, most respect her as the purported source of their powers. Kitsune in Tian Xia often revere both Shizuru and Tsukiyo, seeing the duality of the sun and moon in their own multifaceted nature. A small sect of Avistani kitsune worship Sivanah, the goddess of illusion, respecting her position between perception and reality and believing the goddess's true form to be that of a kitsune-hidden behind not seven veils, but nine.

Names

While kitsune have some traditional names, they're more likely to use names that are unremarkable in their local society, the better to pass unnoticed. Some have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form.

Sample Names

Hamako, Haohiko, Kitsukou, Kon, Kwan-la, Talaro

Kitsune Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Charisma, Free

Languages Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Elven, Gnomish, Goblin, Halfling, Dwarven, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Kitsune

Senses Low-Light Vision

Change Shape(concentrate, divine, kitsune, polymorph, transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.

Kitsune Heritages

@UUID[Compendium.pf2e.heritages.Item.Celestial Envoy Kitsune]

@UUID[Compendium.pf2e.heritages.Item.Dark Fields Kitsune]

@UUID[Compendium.pf2e.heritages.Item.Earthly Wilds Kitsune]

@UUID[Compendium.pf2e.heritages.Item.Empty Sky Kitsune]

@UUID[Compendium.pf2e.heritages.Item.Frozen Wind Kitsune]

@UUID[Compendium.pf2e.heritages.Item.Palace Echoes Kitsune]

", + "content": "

Kitsune are a charismatic and witty people with a connection to the spiritual that grants them many magical abilities, chiefly the power to shapechange into other forms. Whether they pass unseen among other peoples or hold their tails high, kitsune are clever observers of the societies around them.


Kitsune are shapechangers with two forms: one of a fox-headed humanoid and one largely depending on where they were raised. Those raised in populated areas typically have what's called a tailless form—a humanoid body without any fox features that resembles a more common ancestry, such as an elf or a human. In wooded or rural areas, their second form is more likely to be that of a fox.

Though all-kitsune settlements exist, most live among people of other ancestries, granting them a degree of external insight into social rules or dynamics that others process only subconsciously. Kitsune enjoy subverting expectations as much as they do going along with them. Their fondness for jokes, stories, and wordplay, especially when the twist of a riddle hinges on the listener's assumptions, reinforces their reputation as tricksters.

With dual forms and a connection to both the material and spiritual worlds, kitsune have diverse concepts of self and identity. Some even view their forms as separate individuals altogether, using them to explore different aspects of their personality.

If you want to play a character with innate magical talents and countless hidden facets, each revealed with a glint of the eye and a twisting grin, you should play a kitsune.

You Might...

Others Probably...

Physical Description

Kitsune have alert vulpine ears, pointed snouts, and short, semi-retractable claws on their fingers and toes. Their fur is dense, countershaded, and most often red,tan, black, or white in color. Kitsune have bushy tails that grow in number as they hone their innate magical abilities, to as many as nine.

Society

Kitsune are rarely the majority in whatever communities they inhabit, and many go their whole lives without meeting another kitsune beyond their family. Their society, as much as it exists, centers primarily around the commonalities that kitsune find as they pass among other peoples. The same social perspective that helps them imitate others also makes them quick to notice signs that someone may need help or a kind word. Due to this, kitsune often form strong interpersonal relationships and tend to anchor their social circles.

When two kitsune do meet, they may find themselves exchanging light verbal repartee, enjoying the sport of trying to outwit each other. While it's considered a grave offense to outright give away another kitsune's shapechanging nature, kitsune relish surreptitiously forcing another to \"break character,\" shocking the other into disrupting their transformation through a well-placed comment.

Alignment and Religion

Kitsune often have neutrality in their alignment from balancing their dual natures, though their instinct for stirring up trouble leads many to lean slightly toward chaos. Some possess the ability to control or bend the will of others, but even among those that do, only the evilest use these arts flippantly or selfishly.

The patron kitsune deity is Daikitsu, the goddess of crafting and agriculture. Though not all kitsune necessarily worship Daikitsu, most respect her as the purported source of their powers. Kitsune in Tian Xia often revere both Shizuru and Tsukiyo, seeing the duality of the sun and moon in their own multifaceted nature. A small sect of Avistani kitsune worship Sivanah, the goddess of illusion, respecting her position between perception and reality and believing the goddess's true form to be that of a kitsune-hidden behind not seven veils, but nine.

Names

While kitsune have some traditional names, they're more likely to use names that are unremarkable in their local society, the better to pass unnoticed. Some have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form.

Sample Names

Hamako, Haohiko, Kitsukou, Kon, Kwan-la, Talaro

Kitsune Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Charisma, Free

Languages Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Elven, Gnomish, Goblin, Halfling, Dwarven, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Kitsune

Senses Low-Light Vision

Change Shape(concentrate, divine, kitsune, polymorph, transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.

Kitsune Heritages

@UUID[Compendium.pf2e.heritages.Item.Celestial Envoy Kitsune]

@UUID[Compendium.pf2e.heritages.Item.Dark Fields Kitsune]

@UUID[Compendium.pf2e.heritages.Item.Earthly Wilds Kitsune]

@UUID[Compendium.pf2e.heritages.Item.Empty Sky Kitsune]

@UUID[Compendium.pf2e.heritages.Item.Frozen Wind Kitsune]

@UUID[Compendium.pf2e.heritages.Item.Palace Echoes Kitsune]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -492,18 +498,18 @@ }, { "_id": "xBV8oGvecw7abZxc", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Kholo", "sort": 65138, "src": null, "system": {}, "text": { - "content": "

Kholo have bad reputations as brutal raiders and demon-worshipers. Many believe that kholos are witches, cannibals, and worse. The truth is more complex. Kholos are eminently practical and pragmatic hunters and raiders. To them, honor is just another word for pointless risk. Any loss of a kholo affects not just the individual, but their packmates and kin as well. Wasting time on anything but victory, whether it's mercy or cruelty, is seen as little shy of immoral. Kholos are masters of ambushes, tactical feints, and psychological warfare. Equally misunderstood is the kholo practice of ancestor worship and endocannibalism. Kholos consume their dead as a sign of reverence, holding a grand feast and transforming the bones into art or weapons. Kholos extend this honor to respected foes, hoping to bring their enemy's cunning or strength into the clan.

You might...

Others Probably...

Physical Description

Kholo are hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears. Their bodies are covered in shaggy fur, rougher on the back and softer and lighter on the stomach and throat, usually in an off-white, tan, or brown shade; spots and stripes are both common. Kholos typically stand between 6 and 7 feet tall. Women are usually about a head taller than men and correspondingly stronger. Kholos are considered adults at 15 and live about 60 years on average.

Society

Kholo generally live in semi-nomadic clans of 10 to 20 family groups, containing between 100 to 200 members. They are ruled by a council of female kholos who are typically selected from the elders of each family. Bonekeepers focus on tending to the wishes of kholo ancestors and gods—they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan.

Newborn kholos are given a root name, typically that of a bone, plant, or animal (though never Hyena, as this is considered narcissistic). As a kholo reaches certain milestones in their life, they add descriptors to their name.

Sample Names: Baobab, Jackal, Onyx Elephant in Shadows, Red Thorn, Unbent Iron Reed, White Acacia, Wistful Tooth, Woodpecker

Beliefs

Kholo have an unsentimental, matter-of-fact approach to life and prioritize results over methods. They are usually loyal and generous to their people and ruthless toward outsiders—whether this behavior is considered acceptable varies depending on who they view as \"their people.\"

Many kholos pay homage to Lamashtu, both as the originator of their people and a guide in a chaotic world. However, some kholos often give homage to Calistria and Shelyn. Nethys is the patron of bonekeepers

Popular Edicts

strengthen your allies and packmates, recount the tales of your ancestors, neutralize foes with tactics and cunning

Popular Anathema

risk yourself or your packmates for no reason, let a dead kholo or loved one rot like carrion

Kholo Mechanics

Rarity Uncommon

Hit Points 8

Speed 25 feet

Size Medium

Attribute Boosts Strength, Intelligence, Free

Attribute Flaw Wisdom

Languages Kholo, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Fey, Iruxi, Necril, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Kholo, Humanoid

Senses Low-Light Vision

Bite Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals @Damage[1d6[piercing]] damage. Your jaws are in the brawling group.

Kholo Heritages

@UUID[Compendium.pf2e.heritages.Item.Ant Kholo]

@UUID[Compendium.pf2e.heritages.Item.Cave Kholo]

@UUID[Compendium.pf2e.heritages.Item.Dog Kholo]

@UUID[Compendium.pf2e.heritages.Item.Great Kholo]

@UUID[Compendium.pf2e.heritages.Item.Sweetbreath Kholo]

@UUID[Compendium.pf2e.heritages.Item.Winter Kholo]

@UUID[Compendium.pf2e.heritages.Item.Witch Kholo]

", + "content": "

Kholo have bad reputations as brutal raiders and demon-worshipers. Many believe that kholos are witches, cannibals, and worse. The truth is more complex. Kholos are eminently practical and pragmatic hunters and raiders. To them, honor is just another word for pointless risk. Any loss of a kholo affects not just the individual, but their packmates and kin as well. Wasting time on anything but victory, whether it's mercy or cruelty, is seen as little shy of immoral. Kholos are masters of ambushes, tactical feints, and psychological warfare. Equally misunderstood is the kholo practice of ancestor worship and endocannibalism. Kholos consume their dead as a sign of reverence, holding a grand feast and transforming the bones into art or weapons. Kholos extend this honor to respected foes, hoping to bring their enemy's cunning or strength into the clan.

You might...

Others Probably...

Physical Description

Kholo are hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears. Their bodies are covered in shaggy fur, rougher on the back and softer and lighter on the stomach and throat, usually in an off-white, tan, or brown shade; spots and stripes are both common. Kholos typically stand between 6 and 7 feet tall. Women are usually about a head taller than men and correspondingly stronger. Kholos are considered adults at 15 and live about 60 years on average.

Society

Kholo generally live in semi-nomadic clans of 10 to 20 family groups, containing between 100 to 200 members. They are ruled by a council of female kholos who are typically selected from the elders of each family. Bonekeepers focus on tending to the wishes of kholo ancestors and gods—they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan.

Newborn kholos are given a root name, typically that of a bone, plant, or animal (though never Hyena, as this is considered narcissistic). As a kholo reaches certain milestones in their life, they add descriptors to their name.

Sample Names: Baobab, Jackal, Onyx Elephant in Shadows, Red Thorn, Unbent Iron Reed, White Acacia, Wistful Tooth, Woodpecker

Beliefs

Kholo have an unsentimental, matter-of-fact approach to life and prioritize results over methods. They are usually loyal and generous to their people and ruthless toward outsiders—whether this behavior is considered acceptable varies depending on who they view as \"their people.\"

Many kholos pay homage to Lamashtu, both as the originator of their people and a guide in a chaotic world. However, some kholos often give homage to Calistria and Shelyn. Nethys is the patron of bonekeepers

Popular Edicts

strengthen your allies and packmates, recount the tales of your ancestors, neutralize foes with tactics and cunning

Popular Anathema

risk yourself or your packmates for no reason, let a dead kholo or loved one rot like carrion

Kholo Mechanics

Rarity Uncommon

Hit Points 8

Speed 25 feet

Size Medium

Attribute Boosts Strength, Intelligence, Free

Attribute Flaw Wisdom

Languages Kholo, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Fey, Iruxi, Necril, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Kholo, Humanoid

Senses Low-Light Vision

Bite Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals @Damage[1d6[piercing]] damage. Your jaws are in the brawling group.

Kholo Heritages

@UUID[Compendium.pf2e.heritages.Item.Ant Kholo]

@UUID[Compendium.pf2e.heritages.Item.Cave Kholo]

@UUID[Compendium.pf2e.heritages.Item.Dog Kholo]

@UUID[Compendium.pf2e.heritages.Item.Great Kholo]

@UUID[Compendium.pf2e.heritages.Item.Sweetbreath Kholo]

@UUID[Compendium.pf2e.heritages.Item.Winter Kholo]

@UUID[Compendium.pf2e.heritages.Item.Witch Kholo]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -514,18 +520,18 @@ }, { "_id": "naQrTTE7CXu5lnNt", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Kobold", "sort": 66163, "src": null, "system": {}, "text": { - "content": "

Every kobold instinctively understands the importance of power, and many are inclined to venerate those who have it, whether they be mighty dragons, cruel fiends, imperious fey, or even ancient artifacts. Kobolds seek out these alliances out of a sense of pragmatism—after all, who would dare bully a kobold who serves an ancient dragon?—but also because kobold eggs incubated near such loci of power take on physical traits (and sometimes abilities) similar to those of the warren's benefactor. On their own, kobolds are ingenious crafters and devoted allies, but outsiders who trespass into their territory find them to be inspired skirmishers and clever ambushers. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.

If you want a character with deadly cunning and who bears the mark of a powerful benefactor, you should play a kobold.

You might...

Others Probably...

Physical Description

Kobolds are short (about 3 feet tall), reptilian humanoids with slender bodies, long tails, and stout horns. Their features often reflect the nature of their warren's benefactor, such as vestigial draconic wings or glowing crystalline growths. These differences set warrens apart, though all kobolds are generally easily recognizable as such.

Kobolds mature quickly, reaching adulthood by about 12 years and living to about 60. Some rare kobolds live even longer after harnessing the power of a magical benefactor.

Society

Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable benefactor (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). Kobold societies regularly adopt laws and cultural norms inspired by their benefactor's personality. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.

A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, they might add more syllables to their names. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.

Sample Names

Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz

Beliefs

All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, relying on their ancestral social strategies for survival

Organized religion feels natural for most kobolds. They're often drawn to deities related to their benefactors, such as Asmodeus if the benefactor is a devil, or dragon deities like Apsu and Dahak if the benefactor is a dragon. Kobolds also often find themselves drawn to cults, particularly those with powerful magical creatures as figureheads.

Popular Edicts

find your place in any power structure, take pride in your allies' strength, win with your wits

Popular Anathema

face a threat alone, throw caution to the wind

Kobold Mechanics

Rarity Uncommon

Hit Points 6

Size Small

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Constitution

Languages Sakvroth, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Diabolic, Draconic, Dwarven, Empyrean, Fey, Gnomish, and Petran, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Kobold

Senses Darkvision

Kobold Heritages

@UUID[Compendium.pf2e.heritages.Item.Caveclimber Kobold]

@UUID[Compendium.pf2e.heritages.Item.Cavernstalker Kobold]

@UUID[Compendium.pf2e.heritages.Item.Dragonscaled Kobold]

@UUID[Compendium.pf2e.heritages.Item.Elementheart Kobold]

@UUID[Compendium.pf2e.heritages.Item.Spellhorn Kobold]

@UUID[Compendium.pf2e.heritages.Item.Strongjaw Kobold]

@UUID[Compendium.pf2e.heritages.Item.Tunnelflood Kobold]

@UUID[Compendium.pf2e.heritages.Item.Venomtail Kobold]

", + "content": "

Every kobold instinctively understands the importance of power, and many are inclined to venerate those who have it, whether they be mighty dragons, cruel fiends, imperious fey, or even ancient artifacts. Kobolds seek out these alliances out of a sense of pragmatism—after all, who would dare bully a kobold who serves an ancient dragon?—but also because kobold eggs incubated near such loci of power take on physical traits (and sometimes abilities) similar to those of the warren's benefactor. On their own, kobolds are ingenious crafters and devoted allies, but outsiders who trespass into their territory find them to be inspired skirmishers and clever ambushers. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.

If you want a character with deadly cunning and who bears the mark of a powerful benefactor, you should play a kobold.

You might...

Others Probably...

Physical Description

Kobolds are short (about 3 feet tall), reptilian humanoids with slender bodies, long tails, and stout horns. Their features often reflect the nature of their warren's benefactor, such as vestigial draconic wings or glowing crystalline growths. These differences set warrens apart, though all kobolds are generally easily recognizable as such.

Kobolds mature quickly, reaching adulthood by about 12 years and living to about 60. Some rare kobolds live even longer after harnessing the power of a magical benefactor.

Society

Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable benefactor (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). Kobold societies regularly adopt laws and cultural norms inspired by their benefactor's personality. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.

A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, they might add more syllables to their names. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.

Sample Names

Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz

Beliefs

All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, relying on their ancestral social strategies for survival

Organized religion feels natural for most kobolds. They're often drawn to deities related to their benefactors, such as Asmodeus if the benefactor is a devil, or dragon deities like Apsu and Dahak if the benefactor is a dragon. Kobolds also often find themselves drawn to cults, particularly those with powerful magical creatures as figureheads.

Popular Edicts

find your place in any power structure, take pride in your allies' strength, win with your wits

Popular Anathema

face a threat alone, throw caution to the wind

Kobold Mechanics

Rarity Uncommon

Hit Points 6

Size Small

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Constitution

Languages Sakvroth, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Diabolic, Draconic, Dwarven, Empyrean, Fey, Gnomish, and Petran, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Kobold

Senses Darkvision

Kobold Heritages

@UUID[Compendium.pf2e.heritages.Item.Caveclimber Kobold]

@UUID[Compendium.pf2e.heritages.Item.Cavernstalker Kobold]

@UUID[Compendium.pf2e.heritages.Item.Dragonscaled Kobold]

@UUID[Compendium.pf2e.heritages.Item.Elementheart Kobold]

@UUID[Compendium.pf2e.heritages.Item.Spellhorn Kobold]

@UUID[Compendium.pf2e.heritages.Item.Strongjaw Kobold]

@UUID[Compendium.pf2e.heritages.Item.Tunnelflood Kobold]

@UUID[Compendium.pf2e.heritages.Item.Venomtail Kobold]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -536,19 +542,19 @@ }, { "_id": "SWkwNivrfzWZqas9", - "category": null, + "category": "s2iWckA2wS32kB7e", "image": {}, "name": "Leshy", "sort": -47656, "src": null, "system": {}, "text": { - "content": "

Leshies are immortal spirits of nature temporarily granted physical forms. As guardians and emissaries of the environment, leshies are \"born\" when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, though it isn't uncommon for leshies to maintain lifelong bonds with their creators. Many leshies relish the opportunity to interact with the physical world. While most leshy spirits are ancient, they rarely recall past lifetimes and see their new life as a chance to experience the wonders of the world once more. If you want to play a character who is curious and connected to nature, you should play a leshy.

You Might...

Others Probably...

Physical Description

Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Leshies begin their lives as adults and don't age.

Society

To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though this predisposition is far from absolute. Leshies' genders are determined by the spirits that inhabit their bodies. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely. Leshies choose and change their names multiple times throughout their lives.

Sample Names

Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids

Beliefs

Leshies' beliefs generally focus on the natural world. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature.

Popular Edicts

experience the physical world, form a family through loyalty and trust, protect parts of nature you embody

Popular Anathema

embrace unnatural magic or influences

Leshy Mechanics

Hit Points 8

Size Small

Speed 25 feet

Attribute Boosts Constitution, Wisdom, Free

Attribute Flaw Intelligence

Languages Common, Sylvan

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Leshy, Humanoid

Senses Low-Light Vision

Plant Nourishment You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).

Leshy Heritages

@UUID[Compendium.pf2e.heritages.Item.Cactus Leshy]

@UUID[Compendium.pf2e.heritages.Item.Fruit Leshy]

@UUID[Compendium.pf2e.heritages.Item.Fungus Leshy]

@UUID[Compendium.pf2e.heritages.Item.Gourd Leshy]

@UUID[Compendium.pf2e.heritages.Item.Leaf Leshy]

@UUID[Compendium.pf2e.heritages.Item.Lotus Leshy]

@UUID[Compendium.pf2e.heritages.Item.Pine Leshy]

@UUID[Compendium.pf2e.heritages.Item.Root Leshy]

@UUID[Compendium.pf2e.heritages.Item.Seaweed Leshy]

@UUID[Compendium.pf2e.heritages.Item.Vine Leshy]

", + "content": "

Leshies are immortal spirits of nature temporarily granted physical forms. As guardians and emissaries of the environment, leshies are \"born\" when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, though it isn't uncommon for leshies to maintain lifelong bonds with their creators. Many leshies relish the opportunity to interact with the physical world. While most leshy spirits are ancient, they rarely recall past lifetimes and see their new life as a chance to experience the wonders of the world once more. If you want to play a character who is curious and connected to nature, you should play a leshy.

You Might...

Others Probably...

Physical Description

Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Leshies begin their lives as adults and don't age.

Society

To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though this predisposition is far from absolute. Leshies' genders are determined by the spirits that inhabit their bodies. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely. Leshies choose and change their names multiple times throughout their lives.

Sample Names

Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids

Beliefs

Leshies' beliefs generally focus on the natural world. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature.

Popular Edicts

experience the physical world, form a family through loyalty and trust, protect parts of nature you embody

Popular Anathema

embrace unnatural magic or influences

Leshy Mechanics

Hit Points 8

Size Small

Speed 25 feet

Attribute Boosts Constitution, Wisdom, Free

Attribute Flaw Intelligence

Languages Common, Sylvan

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Leshy, Humanoid

Senses Low-Light Vision

Plant Nourishment You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).

Leshy Heritages

@UUID[Compendium.pf2e.heritages.Item.Cactus Leshy]

@UUID[Compendium.pf2e.heritages.Item.Fruit Leshy]

@UUID[Compendium.pf2e.heritages.Item.Fungus Leshy]

@UUID[Compendium.pf2e.heritages.Item.Gourd Leshy]

@UUID[Compendium.pf2e.heritages.Item.Leaf Leshy]

@UUID[Compendium.pf2e.heritages.Item.Lotus Leshy]

@UUID[Compendium.pf2e.heritages.Item.Pine Leshy]

@UUID[Compendium.pf2e.heritages.Item.Root Leshy]

@UUID[Compendium.pf2e.heritages.Item.Seaweed Leshy]

@UUID[Compendium.pf2e.heritages.Item.Vine Leshy]

", "format": 1, "markdown": "" }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -559,18 +565,18 @@ }, { "_id": "cbLJs37Nc8FveriK", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Lizardfolk", "sort": 66676, "src": null, "system": {}, "text": { - "content": "

Lizardfolk are consummate survivors, heirs to empires considered ancient even by the elves.

Lizardfolk move through the societies of other humanoids with the steely reserve of born predators. They have a well-deserved reputation as outstanding rangers and unsentimental fighters. Though lizardfolk have adapted to many different environments, many of them still prefer to remain near bodies of water, using their ability to hold their breath to their advantage. As a result, they usually prefer equipment that is not easily damaged by moisture, eschewing leather and metal for gear made of stone, ivory, glass, and bone.

You might...

Others Probably...

Physical Description

Lizardfolk vary depending on their environment, but share toothy snouts and long, powerful tails. Many sport dorsal spikes or flashy neck frills that hint at their clan lineage. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. The average lizardfolk stands 6 to 7 feet tall, but grows throughout their lifetime, gaining strength and size with age.

Society

Known among themselves as iruxis, lizardfolk are raised communally from the moment they break from their shells. They have an oral tradition stretching back thousands of years, brought to life through epic poems, evocative carvings, and ancestral rites performed among fields of fossilized bone. Lizardfolk are passionate astrologers with one eye on the future. If they seem slow to act, it's because their long history has taught them the value of patience.

True iruxi settlements are often overlooked, as they are partially or mostly submerged in water. Lizardfolk bones often adorn the walls, as many lizardfolk believe these remains can be animated by ancestral spirits when the residents are in danger.

Lizardfolk names are typically chosen by the clan's astrologer in accordance to omens and which star signs are ascendant when an iruxi egg hatches.

Sample Names

Arasheg, Barashk, Essaru, Enshuk, Gishkim, Hazi, Inishish, Kutak, Nasha, Shulkuru, Tizkar, Utakish, Zelkelek

Beliefs

Most iruxis are unconcerned with heavy questions of morality and focus their efforts on a local level. Iruxi religion plays a large role in their culture, but in a heavily practical way, blending animism and ancestor worship with druidic rites. Of the gods, only Gozreh is commonly revered.

Popular Edicts

keep memories of the past alive, wait for your prey, adapt your plans to fit the environment

Popular Anathema

defy the will of the stars

Lizardfolk Mechanics

Rarity Uncommon

Hit Points 8

Speed 25 feet

Size Medium

Attribute Boosts Strength, Wisdom, Free

Attribute Flaw Intelligence

Languages Iruxi, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Amurrun, Boggard, Draconic, Elven, Fey, Jotun, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Lizardfolk, Humanoid

Claws Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.

Aquatic Adaptation Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.

Lizardfolk Heritages

@UUID[Compendium.pf2e.heritages.Item.Cliffscale Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Cloudleaper Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Frilled Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Sandstrider Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Unseen Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Wetlander Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Woodstalker Lizardfolk]

", + "content": "

Lizardfolk are consummate survivors, heirs to empires considered ancient even by the elves.

Lizardfolk move through the societies of other humanoids with the steely reserve of born predators. They have a well-deserved reputation as outstanding rangers and unsentimental fighters. Though lizardfolk have adapted to many different environments, many of them still prefer to remain near bodies of water, using their ability to hold their breath to their advantage. As a result, they usually prefer equipment that is not easily damaged by moisture, eschewing leather and metal for gear made of stone, ivory, glass, and bone.

You might...

Others Probably...

Physical Description

Lizardfolk vary depending on their environment, but share toothy snouts and long, powerful tails. Many sport dorsal spikes or flashy neck frills that hint at their clan lineage. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. The average lizardfolk stands 6 to 7 feet tall, but grows throughout their lifetime, gaining strength and size with age.

Society

Known among themselves as iruxis, lizardfolk are raised communally from the moment they break from their shells. They have an oral tradition stretching back thousands of years, brought to life through epic poems, evocative carvings, and ancestral rites performed among fields of fossilized bone. Lizardfolk are passionate astrologers with one eye on the future. If they seem slow to act, it's because their long history has taught them the value of patience.

True iruxi settlements are often overlooked, as they are partially or mostly submerged in water. Lizardfolk bones often adorn the walls, as many lizardfolk believe these remains can be animated by ancestral spirits when the residents are in danger.

Lizardfolk names are typically chosen by the clan's astrologer in accordance to omens and which star signs are ascendant when an iruxi egg hatches.

Sample Names

Arasheg, Barashk, Essaru, Enshuk, Gishkim, Hazi, Inishish, Kutak, Nasha, Shulkuru, Tizkar, Utakish, Zelkelek

Beliefs

Most iruxis are unconcerned with heavy questions of morality and focus their efforts on a local level. Iruxi religion plays a large role in their culture, but in a heavily practical way, blending animism and ancestor worship with druidic rites. Of the gods, only Gozreh is commonly revered.

Popular Edicts

keep memories of the past alive, wait for your prey, adapt your plans to fit the environment

Popular Anathema

defy the will of the stars

Lizardfolk Mechanics

Rarity Uncommon

Hit Points 8

Speed 25 feet

Size Medium

Attribute Boosts Strength, Wisdom, Free

Attribute Flaw Intelligence

Languages Iruxi, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Amurrun, Boggard, Draconic, Elven, Fey, Jotun, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Lizardfolk, Humanoid

Claws Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.

Aquatic Adaptation Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.

Lizardfolk Heritages

@UUID[Compendium.pf2e.heritages.Item.Cliffscale Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Cloudleaper Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Frilled Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Sandstrider Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Unseen Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Wetlander Lizardfolk]

@UUID[Compendium.pf2e.heritages.Item.Woodstalker Lizardfolk]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -581,18 +587,18 @@ }, { "_id": "9hcAMLgnCAKkuyH6", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Merfolk", "sort": 66932, "src": null, "system": {}, "text": { - "content": "

Merfolk live in every ocean of Golarion, infinite in their variety and awe-inspiring in their majesty. They consider themselves, not without some merit, the rulers of the sea. Among the tropical reefs of the Fever Sea, merfolk build temples and palaces of brightly colored corals. Beneath the ice floes of the Shining Sea, merfolk hunt seals and whales for food in small, standoffish clans. In the Embaral Ocean, merfolk populate the great trading city of Alohmab, built into the shell of a titanic snail that crawls across the ocean floor.

Though merfolk's everyday lives aren't all that different from those of the surface dwellers above, they have a much more intimate relationship with magic. In the aquatic environment of the open ocean, much that relies on fire and metal is impossible. Instead, merfolk shape sound and water with magic, using them as both tools and weapons. Such skills are widely distributed throughout all merfolk communities, even among those without formal magical training.

If you want to play a character who embodies the grace, wonder, and danger of the sea, you should play a merfolk.

You Might...

Others Probably...

Physical Description

Merfolk are among the most distinct ancestries on Golarion; one can't really mistake a merfolk for anything else. From the waist up, merfolk have the bodies of humanoids with powerful bodies and sharp, aquadynamic features. Their eyes are a little larger than those of a human, and many have slightly pointed ears, similar to those of aiuvarins. Below the waist, merfolk have the bodies of great fish, each with a long, scaled tail ending in a fin or pair of fins.

Merfolk come in every color of skin and scale imaginable. Most often, their human bodies have skin tones similar to those of humans or elves living in the same area—the merfolk of the Shackles, for instance, bear a certain similarity to the Lirgeni, while those who live in the Steaming Sea somewhat resemble their Ulfen neighbors. Merfolk who dwell farther from land take on colorations closer to fish tones of blue, gray, or even green. Deep-sea abyssal merfolk have dark gray, midnight blue, or even translucent skin.

Merfolk fish tails are colored similarly to local fish populations. In the temperate zones where most merfolk live, they have iridescent, silvery bodies with traces of gray or blue; tropical merfolk might display patterns of brilliant colors, while those born in the depths might have translucent scales or faintly bioluminescent stripes.

Society

Merfolk can be found in the corners of every ocean, but the largest concentration lives in sprawling aquatic kingdoms on continental shelves, usually in temperate waters teeming with fish. Merfolk look at the deep water in roughly the same way that surface dwellers look at mountains or deserts: some people can live there, but it isn't exactly ideal terrain. Merfolk territories consist of several settled villages and cities, sometimes organized under aristocratic families with courtly politics to rival those found in any Inner Sea monarchy. These political entities pursue active diplomacy with one another, making alliances and trade treaties. Many tend to be more standoffish toward surface dwellers, but some are fascinated by the surface and actively seek to learn about it, whether by using specialized water-filled mobility devices to come onshore or through ancient transformation magics.

Merfolk value magic very highly, and any merfolk hoping to rise to a leadership role is expected to have a powerful grasp of the sorcery of wind, wave, and song. Merfolk kings and queens aren't necessarily the most powerful mages in their territories, but they're usually not far from it, as they have access to a wealth of teachings and artifacts passed down from one generation to the next.

Merfolk have as many naming patterns as there are merfolk cultures, but a few tendencies predominate. Dolphin-like clicks and whale-like groans punctuate mellifluous merfolk names, and variances in pitch and tone help distinguish similar names from one another. Merfolk who regularly deal with surface dwellers often adopt names borrowed from local surface cultures, especially since merfolk names tend to sound strange and awkward to their own ears when pronounced in air rather than water.

Sample Names

Aloori, Iri'kik, Ouliette, T'konaa, Uathanak

Beliefs

In general, merfolk follow the morals and customs of their parents and the communities in which they were raised. These vary greatly throughout the world. For instance, some merfolk are expected to live harmoniously with nature, while others follow a rigid set of laws ordained by their ancestors. Many merfolk believe that acts of altruism raise a community as a whole, even if they don't immediately produce beneficial results for the one who performed the deed in the first place.

Merfolk worship is, like their societies, diverse. Deities with control over water are placed in high regard, and most communities have a shrine to Gozreh or one of the Elemental Lords of Water: Kelizandri or Lysianassa. Abadar is a popular god in some larger merfolk settlements, and a version of Erastil—more associated with sharks than with stags—is worshipped in smaller villages.

Popular Edicts

aid one's neighbor whenever possible, bring the beauty of music to the world, protect the seas from threats within and without

Popular Anathema

fight the current head-on, use magic to harm innocents or hoard wealth

Merfolk Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 5 feet Swim 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Constitution

Languages Common, Thalassic, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Azlanti, Draconic, Elven, and Fey, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Amphibious, Humanoid, Merfolk

Aquatic Grace When you roll a success on a saving throw against a water effect, you get a critical success instead.

Low-Light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Hydration Your body requires you to return to aquatic environments at least once in a 24-hour period. After the first 24 hours outside of water, you take a –1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.

Merfolk Heritages

Merfolk heritages often reflect the oceans in which they live. Choose one of the following merfolk heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Abyssal Merfolk]

@UUID[Compendium.pf2e.heritages.Item.Carcharodon Merfolk]

@UUID[Compendium.pf2e.heritages.Item.Pelagic Merfolk]

@UUID[Compendium.pf2e.heritages.Item.Reef Merfolk]

@UUID[Compendium.pf2e.heritages.Item.Sailfish Merfolk]

", + "content": "

Merfolk live in every ocean of Golarion, infinite in their variety and awe-inspiring in their majesty. They consider themselves, not without some merit, the rulers of the sea. Among the tropical reefs of the Fever Sea, merfolk build temples and palaces of brightly colored corals. Beneath the ice floes of the Shining Sea, merfolk hunt seals and whales for food in small, standoffish clans. In the Embaral Ocean, merfolk populate the great trading city of Alohmab, built into the shell of a titanic snail that crawls across the ocean floor.

Though merfolk's everyday lives aren't all that different from those of the surface dwellers above, they have a much more intimate relationship with magic. In the aquatic environment of the open ocean, much that relies on fire and metal is impossible. Instead, merfolk shape sound and water with magic, using them as both tools and weapons. Such skills are widely distributed throughout all merfolk communities, even among those without formal magical training.

If you want to play a character who embodies the grace, wonder, and danger of the sea, you should play a merfolk.

You Might...

Others Probably...

Physical Description

Merfolk are among the most distinct ancestries on Golarion; one can't really mistake a merfolk for anything else. From the waist up, merfolk have the bodies of humanoids with powerful bodies and sharp, aquadynamic features. Their eyes are a little larger than those of a human, and many have slightly pointed ears, similar to those of aiuvarins. Below the waist, merfolk have the bodies of great fish, each with a long, scaled tail ending in a fin or pair of fins.

Merfolk come in every color of skin and scale imaginable. Most often, their human bodies have skin tones similar to those of humans or elves living in the same area—the merfolk of the Shackles, for instance, bear a certain similarity to the Lirgeni, while those who live in the Steaming Sea somewhat resemble their Ulfen neighbors. Merfolk who dwell farther from land take on colorations closer to fish tones of blue, gray, or even green. Deep-sea abyssal merfolk have dark gray, midnight blue, or even translucent skin.

Merfolk fish tails are colored similarly to local fish populations. In the temperate zones where most merfolk live, they have iridescent, silvery bodies with traces of gray or blue; tropical merfolk might display patterns of brilliant colors, while those born in the depths might have translucent scales or faintly bioluminescent stripes.

Society

Merfolk can be found in the corners of every ocean, but the largest concentration lives in sprawling aquatic kingdoms on continental shelves, usually in temperate waters teeming with fish. Merfolk look at the deep water in roughly the same way that surface dwellers look at mountains or deserts: some people can live there, but it isn't exactly ideal terrain. Merfolk territories consist of several settled villages and cities, sometimes organized under aristocratic families with courtly politics to rival those found in any Inner Sea monarchy. These political entities pursue active diplomacy with one another, making alliances and trade treaties. Many tend to be more standoffish toward surface dwellers, but some are fascinated by the surface and actively seek to learn about it, whether by using specialized water-filled mobility devices to come onshore or through ancient transformation magics.

Merfolk value magic very highly, and any merfolk hoping to rise to a leadership role is expected to have a powerful grasp of the sorcery of wind, wave, and song. Merfolk kings and queens aren't necessarily the most powerful mages in their territories, but they're usually not far from it, as they have access to a wealth of teachings and artifacts passed down from one generation to the next.

Merfolk have as many naming patterns as there are merfolk cultures, but a few tendencies predominate. Dolphin-like clicks and whale-like groans punctuate mellifluous merfolk names, and variances in pitch and tone help distinguish similar names from one another. Merfolk who regularly deal with surface dwellers often adopt names borrowed from local surface cultures, especially since merfolk names tend to sound strange and awkward to their own ears when pronounced in air rather than water.

Sample Names

Aloori, Iri'kik, Ouliette, T'konaa, Uathanak

Beliefs

In general, merfolk follow the morals and customs of their parents and the communities in which they were raised. These vary greatly throughout the world. For instance, some merfolk are expected to live harmoniously with nature, while others follow a rigid set of laws ordained by their ancestors. Many merfolk believe that acts of altruism raise a community as a whole, even if they don't immediately produce beneficial results for the one who performed the deed in the first place.

Merfolk worship is, like their societies, diverse. Deities with control over water are placed in high regard, and most communities have a shrine to Gozreh or one of the Elemental Lords of Water: Kelizandri or Lysianassa. Abadar is a popular god in some larger merfolk settlements, and a version of Erastil—more associated with sharks than with stags—is worshipped in smaller villages.

Popular Edicts

aid one's neighbor whenever possible, bring the beauty of music to the world, protect the seas from threats within and without

Popular Anathema

fight the current head-on, use magic to harm innocents or hoard wealth

Merfolk Mechanics

Rarity Uncommon

Hit Points 8

Size Medium

Speed 5 feet Swim 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Constitution

Languages Common, Thalassic, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Azlanti, Draconic, Elven, and Fey, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Amphibious, Humanoid, Merfolk

Aquatic Grace When you roll a success on a saving throw against a water effect, you get a critical success instead.

Low-Light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Hydration Your body requires you to return to aquatic environments at least once in a 24-hour period. After the first 24 hours outside of water, you take a –1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.

Merfolk Heritages

Merfolk heritages often reflect the oceans in which they live. Choose one of the following merfolk heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Abyssal Merfolk]

@UUID[Compendium.pf2e.heritages.Item.Carcharodon Merfolk]

@UUID[Compendium.pf2e.heritages.Item.Pelagic Merfolk]

@UUID[Compendium.pf2e.heritages.Item.Reef Merfolk]

@UUID[Compendium.pf2e.heritages.Item.Sailfish Merfolk]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -603,18 +609,18 @@ }, { "_id": "D1SZXGFA8Hh4huax", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Minotaur", "sort": 67060, "src": null, "system": {}, "text": { - "content": "

Minotaurs stalk complex passageways, whether natural or artificial, and are masters of stone architecture. Inquisitive and steadfast, these bovine humanoids spend their lives perfecting the pursuit that calls to them, which can sometimes lead them far from the enclaves where they were raised. Minotaurs are originally from the Iblydos archipelago but have spread far and wide across Golarion, forming close-knit communities often near mountains or beneath the surface of the earth. Though sometimes mistaken for simple brutes, minotaurs have scholars and warriors alike. Those who can look past their appearance will find an affinity for building and navigation, as well as creative problem-solving.

The myth many minotaurs tell of their origins is one of craft, curses, and misunderstanding. Millennia ago, Iblydos was filled with living deities who walked among and ruled the mortal people. A stonemason named Tavdrinos, admired by mortals and hero-gods alike, received a vision from a hero-god to create a glorious temple, though the myth doesn't name which one. The mason found the images of the vision murky: scrambled glimpses of twisting columns, charging bulls, and a defiant stand made by an unknown figure. It was hardly a detailed commission, but one does not refuse a divine order. The mason labored for 17 years before his task was done. The three-story temple celebrated the glory of the hero-god and their sacred animal, the bull. Upon the herogod's arrival, Tavdrinos expected to be met with praise and congratulations, but the deity flew into a rage instead. Tavdrinos had misunderstood the vision, for the bull was a hated beast, not a celebrated ally. As punishment for this accidental insult, the hero-god cursed Tavdrinos with the hated shape of the bull. Angered by both the curse and his failure to please the deity, the mason retreated to a series of caves under the temple, where he continued his work as the first minotaur.

If you want to play a character with strength of body, who expresses themselves through craft more than words, you should play a minotaur.

You Might...

Others Might…

Physical Description

Minotaurs are tall, bulky humanoids with the bovine features such as horns, hooves, and elongated faces. Their fur patterns are frequently monotone in deep browns or blacks, though white or gray aren't uncommon. Though the large size of a minotaur might cause one think they are clumsy, the truth is quite the opposite. Minotaur hooves rest on a delicate balance point, making their footfalls quiet and precise. However, when there is a need to be heard, the steps of a minotaur can fall like thunder.

A minotaur's horns are a source of pride and often accented by pieces of fashion. Those with longer horns add rings and chains around them, cast in whatever rare metals are affordable, or dye or engrave patterns along them. Those with not much horn to speak of instead shave their fur around the base of the horns, possibly adding stylish circular tattoos to the surrounding skin or fitting metal caps onto their tips. This draws attention to an otherwise overlooked feature.

Society

Minotaurs typically reside within insular, subterranean communal enclaves. They take great pride in their architectural prowess, hewing buildings out of stone and natural caves alike. An enclave often has almost twice as many buildings as it needs, with the extra structures serving as functional art. Young minotaurs practice their hunting and stalking skills in the empty buildings, with each generation adding a small expansion or fresco on the walls. Expansions like twisting hallways, unexpected overhangs, shared gardens, and a variety of other such contrivances create numerous social spaces and quiet areas for calm reflection, so long as the traveler is able to keep from becoming lost by the unusual architectural flow.

Myths surrounding minotaurs lead most to believe they are fierce carnivores, or even cannibals in the darkest of legends. In reality, most minotaur societies are hunter-gatherers, feeding off lichen and other flora. Their reputation as fierce hunters stems from monthly rituals, when the most accomplished stalkers venture out and bring back dangerous prey. The return of these hunters is one of the few occasions minotaurs indulge in meat, feasting on the kills as a show of gratitude and reverence for the hunters' skills.

Minotaurs tend to be blunt and literal, rarely engaging in overly clever wordplay, sarcasm, or irony. Flaring nostrils and rolling eyes can be intimidating expressions when viewed by non-minotaurs, but to a minotaur, they can convey a complex story with emotional and even spiritual elements. Minotaurs wishing to emphasize a certain emotion occasionally use piercings and tattoos, though minotaurs who lean too heavily into these adornments to look fierce often come off as a bit foolish to their peers. The minotaur saying \"an angry bull stamps once and gores twice\" is both an admonition against overly aggressive displays and a reminder that the creature truly to be feared is one who speaks with their actions.

Iblydan minotaurs often have names similar to the names of humans from that archipelago. Minotaur surnames are ever-changing, typically reflecting the most memorable achievement an individual has accomplished. Until adulthood, an Iblydan minotaur bears the surname Tavdrinos (after the first minotaur). Once they reach maturity, their childhood friends and allies collectively bestow a fitting surname. Minotaurs in adventuring groups might be renamed multiple times by their allies.

Sample Names

Actilea, Iraiasos, Paxaidio, Rotherion, Zavmandris

Beliefs

Long traditions of isolation have resulted in most minotaurs taking an evenhanded approach to events. Many tend toward an unbiased outlook that allows for adaptation. Those who have poor interactions with other humanoids, particularly those met with violence or intolerance, might choose to recede into a chosen lair, ruin, or fortification that they guard fiercely, which sadly perpetuates the tales of brutal minotaurs.

Minotaurs raised by their own people tend to avoid association with deities of any stripe—little surprise given their creation legend. Divine beings are thought of as petty and uncaring, if not by intent then by the sheer magnitude of their power. Many minotaurs adopt logical or spiritual philosophies as a way of reconciling their existence. Mysteries are puzzles yet unanswered, ones that can be explained with careful thought and study. When minotaurs decide to follow deities, they're primarily drawn to those concerned with self-improvement and self-control, like Irori and Nethys.

Popular Edicts

construct architecture of lasting beauty, seek out ever more perplexing puzzles, hone one's prowess

Popular Anathema

leave fate to godly hands rather than mortal initiative, pass up the chance to investigate a mystery

Minotaur Mechanics

Rarity Uncommon

Hit Points 10

Size Large

Speed 25 feet

Attribute Boosts Strength, Constitution, Free

Attribute Flaw Charisma

Languages Common, Jotun, Additional languages equal to your Intelligence modifier (if positive). Choose from Cyclops, Dwarven, Fey, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Beast, Humanoid, Minotaur

Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Horns Your sharp horns are as deadly as spears. You have a horns unarmed attack that deals 1d8 piercing damage. Your horns are in the brawling group and have the unarmed trait.

Minotaur Heritages

Minotaurs can often be differentiated by the region of their enclave or the enclave of their ancestors. Choose one of the following minotaur heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Ghost Bull Minotaur]

@UUID[Compendium.pf2e.heritages.Item.Glacier Cavern Minotaur]

@UUID[Compendium.pf2e.heritages.Item.Littlehorn Minotaur]

@UUID[Compendium.pf2e.heritages.Item.Roaming Minotaur]

@UUID[Compendium.pf2e.heritages.Item.Slabsoul Minotaur]

@UUID[Compendium.pf2e.heritages.Item.Stalker Minotaur]

", + "content": "

Minotaurs stalk complex passageways, whether natural or artificial, and are masters of stone architecture. Inquisitive and steadfast, these bovine humanoids spend their lives perfecting the pursuit that calls to them, which can sometimes lead them far from the enclaves where they were raised. Minotaurs are originally from the Iblydos archipelago but have spread far and wide across Golarion, forming close-knit communities often near mountains or beneath the surface of the earth. Though sometimes mistaken for simple brutes, minotaurs have scholars and warriors alike. Those who can look past their appearance will find an affinity for building and navigation, as well as creative problem-solving.

The myth many minotaurs tell of their origins is one of craft, curses, and misunderstanding. Millennia ago, Iblydos was filled with living deities who walked among and ruled the mortal people. A stonemason named Tavdrinos, admired by mortals and hero-gods alike, received a vision from a hero-god to create a glorious temple, though the myth doesn't name which one. The mason found the images of the vision murky: scrambled glimpses of twisting columns, charging bulls, and a defiant stand made by an unknown figure. It was hardly a detailed commission, but one does not refuse a divine order. The mason labored for 17 years before his task was done. The three-story temple celebrated the glory of the hero-god and their sacred animal, the bull. Upon the herogod's arrival, Tavdrinos expected to be met with praise and congratulations, but the deity flew into a rage instead. Tavdrinos had misunderstood the vision, for the bull was a hated beast, not a celebrated ally. As punishment for this accidental insult, the hero-god cursed Tavdrinos with the hated shape of the bull. Angered by both the curse and his failure to please the deity, the mason retreated to a series of caves under the temple, where he continued his work as the first minotaur.

If you want to play a character with strength of body, who expresses themselves through craft more than words, you should play a minotaur.

You Might...

Others Might…

Physical Description

Minotaurs are tall, bulky humanoids with the bovine features such as horns, hooves, and elongated faces. Their fur patterns are frequently monotone in deep browns or blacks, though white or gray aren't uncommon. Though the large size of a minotaur might cause one think they are clumsy, the truth is quite the opposite. Minotaur hooves rest on a delicate balance point, making their footfalls quiet and precise. However, when there is a need to be heard, the steps of a minotaur can fall like thunder.

A minotaur's horns are a source of pride and often accented by pieces of fashion. Those with longer horns add rings and chains around them, cast in whatever rare metals are affordable, or dye or engrave patterns along them. Those with not much horn to speak of instead shave their fur around the base of the horns, possibly adding stylish circular tattoos to the surrounding skin or fitting metal caps onto their tips. This draws attention to an otherwise overlooked feature.

Society

Minotaurs typically reside within insular, subterranean communal enclaves. They take great pride in their architectural prowess, hewing buildings out of stone and natural caves alike. An enclave often has almost twice as many buildings as it needs, with the extra structures serving as functional art. Young minotaurs practice their hunting and stalking skills in the empty buildings, with each generation adding a small expansion or fresco on the walls. Expansions like twisting hallways, unexpected overhangs, shared gardens, and a variety of other such contrivances create numerous social spaces and quiet areas for calm reflection, so long as the traveler is able to keep from becoming lost by the unusual architectural flow.

Myths surrounding minotaurs lead most to believe they are fierce carnivores, or even cannibals in the darkest of legends. In reality, most minotaur societies are hunter-gatherers, feeding off lichen and other flora. Their reputation as fierce hunters stems from monthly rituals, when the most accomplished stalkers venture out and bring back dangerous prey. The return of these hunters is one of the few occasions minotaurs indulge in meat, feasting on the kills as a show of gratitude and reverence for the hunters' skills.

Minotaurs tend to be blunt and literal, rarely engaging in overly clever wordplay, sarcasm, or irony. Flaring nostrils and rolling eyes can be intimidating expressions when viewed by non-minotaurs, but to a minotaur, they can convey a complex story with emotional and even spiritual elements. Minotaurs wishing to emphasize a certain emotion occasionally use piercings and tattoos, though minotaurs who lean too heavily into these adornments to look fierce often come off as a bit foolish to their peers. The minotaur saying \"an angry bull stamps once and gores twice\" is both an admonition against overly aggressive displays and a reminder that the creature truly to be feared is one who speaks with their actions.

Iblydan minotaurs often have names similar to the names of humans from that archipelago. Minotaur surnames are ever-changing, typically reflecting the most memorable achievement an individual has accomplished. Until adulthood, an Iblydan minotaur bears the surname Tavdrinos (after the first minotaur). Once they reach maturity, their childhood friends and allies collectively bestow a fitting surname. Minotaurs in adventuring groups might be renamed multiple times by their allies.

Sample Names

Actilea, Iraiasos, Paxaidio, Rotherion, Zavmandris

Beliefs

Long traditions of isolation have resulted in most minotaurs taking an evenhanded approach to events. Many tend toward an unbiased outlook that allows for adaptation. Those who have poor interactions with other humanoids, particularly those met with violence or intolerance, might choose to recede into a chosen lair, ruin, or fortification that they guard fiercely, which sadly perpetuates the tales of brutal minotaurs.

Minotaurs raised by their own people tend to avoid association with deities of any stripe—little surprise given their creation legend. Divine beings are thought of as petty and uncaring, if not by intent then by the sheer magnitude of their power. Many minotaurs adopt logical or spiritual philosophies as a way of reconciling their existence. Mysteries are puzzles yet unanswered, ones that can be explained with careful thought and study. When minotaurs decide to follow deities, they're primarily drawn to those concerned with self-improvement and self-control, like Irori and Nethys.

Popular Edicts

construct architecture of lasting beauty, seek out ever more perplexing puzzles, hone one's prowess

Popular Anathema

leave fate to godly hands rather than mortal initiative, pass up the chance to investigate a mystery

Minotaur Mechanics

Rarity Uncommon

Hit Points 10

Size Large

Speed 25 feet

Attribute Boosts Strength, Constitution, Free

Attribute Flaw Charisma

Languages Common, Jotun, Additional languages equal to your Intelligence modifier (if positive). Choose from Cyclops, Dwarven, Fey, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Beast, Humanoid, Minotaur

Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Horns Your sharp horns are as deadly as spears. You have a horns unarmed attack that deals 1d8 piercing damage. Your horns are in the brawling group and have the unarmed trait.

Minotaur Heritages

Minotaurs can often be differentiated by the region of their enclave or the enclave of their ancestors. Choose one of the following minotaur heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Ghost Bull Minotaur]

@UUID[Compendium.pf2e.heritages.Item.Glacier Cavern Minotaur]

@UUID[Compendium.pf2e.heritages.Item.Littlehorn Minotaur]

@UUID[Compendium.pf2e.heritages.Item.Roaming Minotaur]

@UUID[Compendium.pf2e.heritages.Item.Slabsoul Minotaur]

@UUID[Compendium.pf2e.heritages.Item.Stalker Minotaur]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -625,18 +631,18 @@ }, { "_id": "TlTIwW61zK0dk95v", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Nagaji", "sort": 2900000, "src": null, "system": {}, "text": { - "content": "

With humanoid figures and serpentine heads, nagaji are heralds, companions, and servitors of powerful nagas. They hold a deep reverence for holy areas and spiritual truths, an aspect many others find as intimidating as a nagaji's appearance.

Nagaji are creations of the goddess Nalinivati, who was inspired by both humans and nagas. This inspiration, alongside nagaji's devotion to nagas, has led many to claim nagaji were created to be servants. However, Nalinivati created nagaji simply for the sake of creating. She envisioned a world where nagas and nagaji worked together to succeed, with nagas serving as sacred guardians, and nagaji living as mortals upon Golarion, respecting nagas for their strength and wisdom. Nagaji live up to this expectation, forming nations, temples, and villages with as many varied governments, societies, and traditions as there are scales on a serpent's back. If nagaji can be said to share any trait, it's devotion, be it to a community, a temple, a concept, or a lifestyle. Most nagaji are also drawn to the spiritual in all its expressions, even the darker aspects of philosophies and religions.

If you want a character who combines the crushing strength and the sinuous mystery of a serpent, you should play a nagaji.

You Might...

Others Probably...

Physical Description

Nagaji are prone to sharp differences in appearance. Some have tails alongside legs, some have sharp claws on their hands and feet, and some are so unique from their kin that they're mistaken for lamias rather than nagaji. The most common nagaji features are a serpentine head and a humanoid body. They usually have the unblinking eyes of a snake, though other peoples often claim a nagaji's gaze is far more intense. Scales cover nagaji bodies, with patterns that resemble those of snakes or nagas. Depending on their heritage, a nagaji's neck might be as long as a swan's or as short as a human's, and many have a frill of skin or scales down their back. Nagaji tend to possess crushing strength, but how it manifests can vary; some have bulky figures, while others have the slender yet powerful musculature of a snake.

Society

Nagaji communities widely vary, from ancient empires to tiny fishing villages. They tend to be isolated from other peoples, more as a matter of convenience than choice; nagaji have different physical needs than most ancestries, so even when integrated into mixed communities, they tend to live with other nagaji. Everything from marriage traditions, religion, social roles, valued arts, and methods of governance differs in specific nagaji communities. Within these communities, however, nagaji often have very strict and traditional views on these topics. Multiple instances of wars between nagaji have come about due to one group of nagaji finding another's practices unacceptable. This perspective applies to relations with other peoples as well. For instance, most nagaji consider themselves rivals and enemies of garudas due to their historical legends, even if the nagaji involved have never even seen a garuda.

Nagaji originated in the Tian Xia region of Nagajor. Though they have since spread across Golarion to regions such as Vudra and Jalmeray, many of them still carry traditions from their ancestral homeland. Tian and Vudrani concepts of elements, medicine, and spirituality are highly common among nagaji, especially given their tendency of seeing themselves as highly pious beings. Nagaji mostly eschew the human concept of castes, beyond the vague view of a \"natural order\" that sees nagas as holy guides to mortal nagaji, but they can see the appeal of the concept of karma and the righteousness of fulfilling their proper role in the universe. While they have little physical need for clothes, as they stick to hot and humid environments, nagaji wear them with pride and treat them as decorative elements in the same manner as jewelry.

As nagas are usually matriarchal, nagaji have a strong respect for women in leadership positions. Not all nagaji follow suit with matriarchal societies, but they tend to trace lineage through the mother, and almost no nagaji societies are strictly patriarchal.

Alignment and religion

Nagaji are most commonly neutral but otherwise don't have any strong pull toward specific alignments. The presence of a naga can sway nagaji toward that naga's ethos, but a nagaji's view on life tends to be determined by the culture to which they belong.

Nagaji overwhelmingly worship Nalinivati, their creator, to the point that any nagaji who pay homage to a different god over Nalinivati provoke strong negative reactions from their kin. While nagaji believe reverence for Ravithra, the supposed mother of nagas, to be proper and accept it more readily than other faiths, most believe Ravithra shouldn't be troubled with the requests of mortal adherents. A very small minority of nagaji in Jalmeray are drawn to the worship of the war god Diomazul; these adherents are tolerated by other nagaji, but seen as just as terrifying and dangerous as their patron god and usually avoided.

Names

Nagaji names vary depending on what region of the world they occupy, but they tend to possess short vowels when they have any at all. Nagaji usually name themselves or allow groups of siblings to name each other as children, a tradition that often sees nagaji eagerly shedding these names for new ones when they reach adulthood.

Sample Names

Adesha, Garija, Kaya, Kuwana, Onok, Paravata, Sheni, Takasha, Tasi, Ulu, Vaski, Yulbin

Nagaji Mechanics

Rarity Rare

Hit Points 10

Size Medium

Speed 25 feet

Attribute Boosts Strength, Free

Languages Common, Nagaji

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Amurrun, Aquan, Celestial, Draconic, Undercommon, Shadowtongue, Tengu, Vanaran, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Humanoid, Nagaji

Senses Low-Light Vision

Jaws Your mouth contains either rows of hooked, needle-sharp teeth or a pair of vicious serpent fangs. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.

Nagaji Heritages

Nagaji physiology commonly varies between individuals. Choose one nagaji heritage at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Hooded Nagaji]

@UUID[Compendium.pf2e.heritages.Item.Sacred Nagaji]

@UUID[Compendium.pf2e.heritages.Item.Titan Nagaji]

@UUID[Compendium.pf2e.heritages.Item.Venomshield Nagaji]

@UUID[Compendium.pf2e.heritages.Item.Whipfang Nagaji]

", + "content": "

With humanoid figures and serpentine heads, nagaji are heralds, companions, and servitors of powerful nagas. They hold a deep reverence for holy areas and spiritual truths, an aspect many others find as intimidating as a nagaji's appearance.

Nagaji are creations of the goddess Nalinivati, who was inspired by both humans and nagas. This inspiration, alongside nagaji's devotion to nagas, has led many to claim nagaji were created to be servants. However, Nalinivati created nagaji simply for the sake of creating. She envisioned a world where nagas and nagaji worked together to succeed, with nagas serving as sacred guardians, and nagaji living as mortals upon Golarion, respecting nagas for their strength and wisdom. Nagaji live up to this expectation, forming nations, temples, and villages with as many varied governments, societies, and traditions as there are scales on a serpent's back. If nagaji can be said to share any trait, it's devotion, be it to a community, a temple, a concept, or a lifestyle. Most nagaji are also drawn to the spiritual in all its expressions, even the darker aspects of philosophies and religions.

If you want a character who combines the crushing strength and the sinuous mystery of a serpent, you should play a nagaji.

You Might...

Others Probably...

Physical Description

Nagaji are prone to sharp differences in appearance. Some have tails alongside legs, some have sharp claws on their hands and feet, and some are so unique from their kin that they're mistaken for lamias rather than nagaji. The most common nagaji features are a serpentine head and a humanoid body. They usually have the unblinking eyes of a snake, though other peoples often claim a nagaji's gaze is far more intense. Scales cover nagaji bodies, with patterns that resemble those of snakes or nagas. Depending on their heritage, a nagaji's neck might be as long as a swan's or as short as a human's, and many have a frill of skin or scales down their back. Nagaji tend to possess crushing strength, but how it manifests can vary; some have bulky figures, while others have the slender yet powerful musculature of a snake.

Society

Nagaji communities widely vary, from ancient empires to tiny fishing villages. They tend to be isolated from other peoples, more as a matter of convenience than choice; nagaji have different physical needs than most ancestries, so even when integrated into mixed communities, they tend to live with other nagaji. Everything from marriage traditions, religion, social roles, valued arts, and methods of governance differs in specific nagaji communities. Within these communities, however, nagaji often have very strict and traditional views on these topics. Multiple instances of wars between nagaji have come about due to one group of nagaji finding another's practices unacceptable. This perspective applies to relations with other peoples as well. For instance, most nagaji consider themselves rivals and enemies of garudas due to their historical legends, even if the nagaji involved have never even seen a garuda.

Nagaji originated in the Tian Xia region of Nagajor. Though they have since spread across Golarion to regions such as Vudra and Jalmeray, many of them still carry traditions from their ancestral homeland. Tian and Vudrani concepts of elements, medicine, and spirituality are highly common among nagaji, especially given their tendency of seeing themselves as highly pious beings. Nagaji mostly eschew the human concept of castes, beyond the vague view of a \"natural order\" that sees nagas as holy guides to mortal nagaji, but they can see the appeal of the concept of karma and the righteousness of fulfilling their proper role in the universe. While they have little physical need for clothes, as they stick to hot and humid environments, nagaji wear them with pride and treat them as decorative elements in the same manner as jewelry.

As nagas are usually matriarchal, nagaji have a strong respect for women in leadership positions. Not all nagaji follow suit with matriarchal societies, but they tend to trace lineage through the mother, and almost no nagaji societies are strictly patriarchal.

Alignment and religion

Nagaji are most commonly neutral but otherwise don't have any strong pull toward specific alignments. The presence of a naga can sway nagaji toward that naga's ethos, but a nagaji's view on life tends to be determined by the culture to which they belong.

Nagaji overwhelmingly worship Nalinivati, their creator, to the point that any nagaji who pay homage to a different god over Nalinivati provoke strong negative reactions from their kin. While nagaji believe reverence for Ravithra, the supposed mother of nagas, to be proper and accept it more readily than other faiths, most believe Ravithra shouldn't be troubled with the requests of mortal adherents. A very small minority of nagaji in Jalmeray are drawn to the worship of the war god Diomazul; these adherents are tolerated by other nagaji, but seen as just as terrifying and dangerous as their patron god and usually avoided.

Names

Nagaji names vary depending on what region of the world they occupy, but they tend to possess short vowels when they have any at all. Nagaji usually name themselves or allow groups of siblings to name each other as children, a tradition that often sees nagaji eagerly shedding these names for new ones when they reach adulthood.

Sample Names

Adesha, Garija, Kaya, Kuwana, Onok, Paravata, Sheni, Takasha, Tasi, Ulu, Vaski, Yulbin

Nagaji Mechanics

Rarity Rare

Hit Points 10

Size Medium

Speed 25 feet

Attribute Boosts Strength, Free

Languages Common, Nagaji

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Amurrun, Aquan, Celestial, Draconic, Undercommon, Shadowtongue, Tengu, Vanaran, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Humanoid, Nagaji

Senses Low-Light Vision

Jaws Your mouth contains either rows of hooked, needle-sharp teeth or a pair of vicious serpent fangs. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.

Nagaji Heritages

Nagaji physiology commonly varies between individuals. Choose one nagaji heritage at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Hooded Nagaji]

@UUID[Compendium.pf2e.heritages.Item.Sacred Nagaji]

@UUID[Compendium.pf2e.heritages.Item.Titan Nagaji]

@UUID[Compendium.pf2e.heritages.Item.Venomshield Nagaji]

@UUID[Compendium.pf2e.heritages.Item.Whipfang Nagaji]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -647,19 +653,19 @@ }, { "_id": "GCxhDyf1ZNlLiDKZ", - "category": null, + "category": "s2iWckA2wS32kB7e", "image": {}, "name": "Orc", "sort": -39453, "src": null, "system": {}, "text": { - "content": "

Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, often by challenging a higher-ranking member of their community for dominance. Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. Those who earn the loyalty of an orc friend, however, soon learn that an orc's fidelity and honesty are unparalleled. Orc culture teaches that they are shaped by the challenges they survive, and the most worthy survive the most hardships. Orcs who attain both a long life and great triumphs command immense respect.

If you want a character who is hardy, fearsome, and excels at feats of physical prowess, you should play an orc.

You Might...

Others Probably...

Physical Description

Orcs are tall and powerfully built, with long arms and stocky legs. Many orcs top 7 feet in height, though they tend to adopt broad, almost bow-legged stances and slouch forward at the shoulders. Orcs have rough skin, thick bones, and rock-hard muscles, making them suited to war and other physically demanding tasks. Orc skin color is typically some shade of green, though some orcs have other skin colors that reflect adaptations to their environments.

Orcs consider powerful builds, heavily scarred skin, large tusks, and tattoos attractive, regardless of gender. Orcs reach physical adulthood around the age of 17, with many orcs living to be up to 60 years old.

Society

Most orc communities—known as holds—define themselves through two things: pain and glory. Each earns respect in near equal measure, so long as the pain is borne with stoicism. An orc with many scars who walks uncomplaining with a broken leg draws as much admiration as one who wins a great victory on the battlefield. Additionally, power defines the dynamics among families and holds. Weaker orcs work at the behest of the strong, with power constantly shifting between orcs that prove their might. Orcs tend to share in familial duties, raising children as a community and sharing responsibilities among the entire hold.

Sample Names

Arkus, Durra, Grask, Grillgiss, Krugga, Mahja, Murdut, Ollak, Onyat, Thurk, Uirch, Unach

Beliefs

A common orc saying is \"you are the scars that shape you.\" Violent, chaotic lives in violent, chaotic lands mean that most orcs tend to expect and accept violence. Lamashtu, and Rovagug are commonly worshiped among more war-minded orc communities, while less violent holds worship gods like Sarenrae, whose tenets of fire, redemption, and glory all hold some appeal to orc sensibilities.

While there are orc deities, their worship is surprisingly uncommon among orcs. Orcs believe that if a creature has a face and a name, it can be killed, and so their own deities are often targets, rather than objects of reverence. Some orc holds teach that the greatest members of the hold can earn a chance to challenge the orc deities for a place amid the pantheon.

Popular Edicts

become even stronger, share knowledge you won through pain, destroy the undead

Popular Anathema

accept defeat without proof of strength, reshape or reanimate a creature into something lesser

Orc Mechanics

Hit Points 10

Size Medium

Speed 25 feet

Attribute Boosts Two free attribute boosts

Languages Common, Orcish

Additional Languages equal to your Intelligence modifier (if positive). Choose from Goblin, Jotun, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Orc, Humanoid

Senses Darkvision

Orc Heritages

@UUID[Compendium.pf2e.heritages.Item.Badlands Orc]

@UUID[Compendium.pf2e.heritages.Item.Battle-Ready Orc]

@UUID[Compendium.pf2e.heritages.Item.Deep Orc]

@UUID[Compendium.pf2e.heritages.Item.Grave Orc]

@UUID[Compendium.pf2e.heritages.Item.Hold-Scarred Orc]

@UUID[Compendium.pf2e.heritages.Item.Rainfall Orc]

@UUID[Compendium.pf2e.heritages.Item.Winter Orc]

", + "content": "

Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, often by challenging a higher-ranking member of their community for dominance. Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. Those who earn the loyalty of an orc friend, however, soon learn that an orc's fidelity and honesty are unparalleled. Orc culture teaches that they are shaped by the challenges they survive, and the most worthy survive the most hardships. Orcs who attain both a long life and great triumphs command immense respect.

If you want a character who is hardy, fearsome, and excels at feats of physical prowess, you should play an orc.

You Might...

Others Probably...

Physical Description

Orcs are tall and powerfully built, with long arms and stocky legs. Many orcs top 7 feet in height, though they tend to adopt broad, almost bow-legged stances and slouch forward at the shoulders. Orcs have rough skin, thick bones, and rock-hard muscles, making them suited to war and other physically demanding tasks. Orc skin color is typically some shade of green, though some orcs have other skin colors that reflect adaptations to their environments.

Orcs consider powerful builds, heavily scarred skin, large tusks, and tattoos attractive, regardless of gender. Orcs reach physical adulthood around the age of 17, with many orcs living to be up to 60 years old.

Society

Most orc communities—known as holds—define themselves through two things: pain and glory. Each earns respect in near equal measure, so long as the pain is borne with stoicism. An orc with many scars who walks uncomplaining with a broken leg draws as much admiration as one who wins a great victory on the battlefield. Additionally, power defines the dynamics among families and holds. Weaker orcs work at the behest of the strong, with power constantly shifting between orcs that prove their might. Orcs tend to share in familial duties, raising children as a community and sharing responsibilities among the entire hold.

Sample Names

Arkus, Durra, Grask, Grillgiss, Krugga, Mahja, Murdut, Ollak, Onyat, Thurk, Uirch, Unach

Beliefs

A common orc saying is \"you are the scars that shape you.\" Violent, chaotic lives in violent, chaotic lands mean that most orcs tend to expect and accept violence. Lamashtu, and Rovagug are commonly worshiped among more war-minded orc communities, while less violent holds worship gods like Sarenrae, whose tenets of fire, redemption, and glory all hold some appeal to orc sensibilities.

While there are orc deities, their worship is surprisingly uncommon among orcs. Orcs believe that if a creature has a face and a name, it can be killed, and so their own deities are often targets, rather than objects of reverence. Some orc holds teach that the greatest members of the hold can earn a chance to challenge the orc deities for a place amid the pantheon.

Popular Edicts

become even stronger, share knowledge you won through pain, destroy the undead

Popular Anathema

accept defeat without proof of strength, reshape or reanimate a creature into something lesser

Orc Mechanics

Hit Points 10

Size Medium

Speed 25 feet

Attribute Boosts Two free attribute boosts

Languages Common, Orcish

Additional Languages equal to your Intelligence modifier (if positive). Choose from Goblin, Jotun, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Orc, Humanoid

Senses Darkvision

Orc Heritages

@UUID[Compendium.pf2e.heritages.Item.Badlands Orc]

@UUID[Compendium.pf2e.heritages.Item.Battle-Ready Orc]

@UUID[Compendium.pf2e.heritages.Item.Deep Orc]

@UUID[Compendium.pf2e.heritages.Item.Grave Orc]

@UUID[Compendium.pf2e.heritages.Item.Hold-Scarred Orc]

@UUID[Compendium.pf2e.heritages.Item.Rainfall Orc]

@UUID[Compendium.pf2e.heritages.Item.Winter Orc]

", "format": 1, "markdown": "" }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -670,18 +676,18 @@ }, { "_id": "Ck8L9livQph1GFal", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Poppet", "sort": 3100000, "src": null, "system": {}, "text": { - "content": "

Poppets are small, basic constructs that typically help their owners with simple tasks. Occasionally, poppets gain sapience, independence, and a spark of life. Elevated beyond mere helpers or playthings, these poppets are free to chart their own destinies.


Most commonly made of cloth, wicker, and wood, poppets are among the simplest of constructs. They serve as helpers to fetch tools, clean dishes, tidy rooms, or perform other light tasks. Their size and appearance vary, but nearly all poppets appear humanoid in shape and between 1 to 3 feet tall. They're usually roughly made with button eyes sewn onto blank faces, strings of yarn in place of hair, and a simple dress or tunic made from coarse, cheap cloth. Wealthy families sometimes purchase poppets as toys, with their squishy bodies and stitched smiles, to keep their children company. Most poppets can't speak and lack the intellect to understand speech beyond preprogrammed orders. Poppets can become familiars.

Very, very rarely, a common poppet spontaneously manifests a spark of life-a tiny bit of life essence- and becomes a thinking, independent creature. These events are exceedingly rare; fewer than one in a thousand gain this spark. A poppet might manifest this life essence through a magical fluke in its construction, a brush with ephemeral spirits, or even the fervent wish of a loving child. Whatever their origin, the poppets described here as an ancestry have their own life and free will. They might consider their creators or former owners to be friends, but they acknowledge no one as their master and often leave comfortable homes or workshops to seek their place in the world.

Sapient living poppets usually refer to themselves as \"awakened\" to indicate the moment they gained clear and true self‑awareness. Poppets might talk about this event as the time they \"popped up,\" \"woke up,\" or \"sparked alive.\" Most poppets celebrate two special anniversaries each year: the day of their initial creation (which, for most poppets, they must learn secondhand or by studying their creator's records) and the day they awoke to true consciousness.

You Might...

Others Probably...

Physical Description

Living poppets are both humanoids and constructs, which gives them some of the benefits and drawbacks of each category. Their bodies are usually made of wood and wicker, but they can be made of cloth, leather, tin, stuffing, or delicate clockwork. Either way, poppets burn or melt quickly and must take care to avoid fire. They virtually never look alike, as each is created from unique and unusual circumstances.

Poppets are fully alert and self‑aware when they awaken to sentience; although they might not know much at first, they instantly gain intelligence and consciousness. They must breathe and sleep, and they must consume food and water each day; through a sort of magical digestion they can restore rips, tears, or scuffs in their physical form. Poppets don't age the same way fleshy creatures do, but they slowly wear down in physical form as well as in mental acuity. A poppet that tends to their body and mind (and takes care to avoid fire) can live up to 30 years.

Society

Free‑willed poppets are so rare that almost no such poppet has met another. Poppets normally live with larger creatures, though not always their creators, and tend to get along well in societies sized for larger creatures. Most live in cities because that's where toy makers, clockwork crafters, and other specialists have their shops, but poppets created by lonely hermits or reclusive inventors might prefer a life in the wilderness. Poppets often stay on the lookout for other creatures who, like them, have stumbled into self‑awareness. They might have regular conversations with animated objects, golems, houseplants, statues, or toys, in which they're deeply polite out of a desire to leave a good impression for the time when the object \"wakes up.\"

Alignment and Religion

Ordinary poppets are built as helpers and companions, and awakened poppets tend to retain this drive to aid others. They're therefore generally good, and more poppets are lawful than chaotic. Some spend their time trying to uncover secrets of their creation, find others like them, or keep out of trouble; these poppets are generally neutral in alignment. Poppets aren't typically religious unless a particular faith defined their creation, such as being made from scraps of Iomedaean altar cloth or woven from reeds around a sacred Gozren pool. These poppets tend to be vocally religious, even zealous, in their faith. Poppets who find religion later in their lives often revere Brigh, Casandalee, or Nethys.

Names

Poppets generally choose their own names, usually descriptive nicknames based on their materials, patterns, size, or demeanor. They tend to pick up and shed nicknames throughout their lives, and they happily adopt nicknames given to them by people they like. A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name of that person.

Sample Names

Burlap, Buttoneyes, Checker, Clockwhirr, Fivestitch, Nettle, Scramble, Stuffing, Taffeta, Tattercap

Poppets of the Inner Sea

Awkward and endearing, poppets are well‑regarded in all but the most insular and superstitious communities of Golarion. They're known to be able, helpful, and loyal little creatures who support a master's work or make an aristocrat's life easier, which is particularly true in large trade cities such as Absalom, Almas, the city of Katapesh, and Katheer. The key difference between ordinary poppets and living poppets, in most people's experiences, is responsive speech. Ordinary poppets usually can't talk; if they can, they reproduce only a few preprogrammed phrases by rote. They normally communicate with strangers via notes pinned to their bodies, like walking note boards. Awakened poppets not only talk but carry on lengthy, expressive conversations, which likely strikes even the most jaded urbanite as a marvelous wonder.

In regions where an entrenched nobility enjoys flaunting their wealth, poppets are even built specifically as toys. Taldor and Cheliax teem with aristocrats who pamper their children, grooming them for a life of leisure and devotion to family honor. These children have the best and most expensive toys, including poppets in fancy, frilly clothing. Such poppets are sometimes armed with subtle weaponry to fight against kidnappers or assassins who threaten their charges. Commoners in these nations treat poppets with deference and caution, as no one wants to risk the wrath of a spoiled scion. Awakened poppets from these lands sometimes believe themselves members of the aristocracy and can be snooty.

In nations such as Nex, Osirion, and Katapesh, where magic flows freely, construct servitors are common. As many people expect to see familiars and homunculi in their daily routines, a busy poppet rarely draws much attention. Such poppets are assumed to be on tasks for powerful masters, but they don't command too much respect-after all, if the task were truly important, the master wouldn't have sent a simple poppet. Poppets in these regions can expect to have to wait in lines, pester trade workers to get their attention, or barter like anyone else. They also tend to have simple and functional appearances with few ornamentations and a tendency to look shabby from years of work. Thus, poppets from these lands have a deeper understanding of common folk from spending so much time shoulder to shoulder (or, more likely, shoulder to thigh) among them.

Some poppets originate from crafted sophistication more so than magical skill. They might be cunning clockworks with interlocking piston‑powered gears or simply wood and wicker with ingenious hinges and well‑calibrated mechanisms inside. Others might look like toy soldiers or have visages of smooth, thin metal. Such poppets are most common in Alkenstar, Numeria, or around Absalom's Clockwork Cathedral. They often worry about rust, grit, or water spoiling their inner workings, to the point of being fussy.

There are few areas where poppets are outright feared, but Ustalav is one of them. Whispered stories of ghosts or curses tell tales of common objects, or even toys, given dread animation to inflict misery on a household, making citizens highly suspicious of poppets. This belief is unfortunate because Ustalav has more than its share of the creatures; eccentric inventors, professors desperate to prove abstruse theories, and possessing spirits from beyond the grave might give a poppet the spark of life. These poppets learn caution quickly, lest they be thrown into a bonfire or lake.

Because they're made from fragile materials, most poppets don't last very long before breaking down. A few rare exceptions survive from powerful ancient empires with well‑known mastery of constructs, such as the Azlanti Empire or the Jistka Imperium. These poppets might be incredibly old-older than they'll ever know, as such poppets awakened recently within an ancient ruin usually have no solid recollections of their creators or their original purpose. These poppets pose perhaps the deepest mysteries, as they might hold the keys to unlock secrets of lost civilizations.

Poppet Origins

It's rare to find two poppets that look alike, but the most significant and defining characteristic of a poppet isn't what they're made of. Rather, it's how they were imbued with life and independent thought. Magic animates most poppets, and those awakened gain their spark of life and sentience when something goes slightly off‑kilter with their enchantment. For unknown reasons-perhaps an accident or a creator's errant tinkering-a spark of life explodes into being, and a formerly lifeless series of nested commands and calculations synthesize together as true thought. The poppet suddenly gains life and self‑awareness, the ability to speak and reason, and a desire for freedom.

In some cases, a poppet's life essence originally belonged to another being. An errant fragment of a departed soul, psychic impression, or similar ephemeral sliver lodges within the little construct, and the poppet's magic fashions an entirely unique personality around it. A poppet awakened this way might have occasional glimpses into the being who donated this essence, but their life, mind, and soul are thereafter their own.

The rarest, and perhaps most precious, poppets are brought to life with love. These are faithful assistants or beloved toys that someone earnestly, honestly wished would become \"real.\" There's more magic in the world than found in formulas and litanies, and this wish magic awakens poppets in the best of circumstances: knowing they're cherished and able to respond with love of their own.

Poppet Mechanics

Rarity Rare

Hit Points 6

Size Small

Speed 25 feet

Attribute Boosts Constitution, Charisma, Free

Attribute Flaw Dexterity

Languages Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Construct, Humanoid

Senses Darkvision

Constructed The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal.

Flammable You have weakness to fire damage equal to one-third your level (minimum 1).

Poppet Heritages

@UUID[Compendium.pf2e.heritages.Item.Ghost Poppet]

@UUID[Compendium.pf2e.heritages.Item.Stuffed Poppet]

@UUID[Compendium.pf2e.heritages.Item.Toy Poppet]

@UUID[Compendium.pf2e.heritages.Item.Windup Poppet]

@UUID[Compendium.pf2e.heritages.Item.Wishborn Poppet]

", + "content": "

Poppets are small, basic constructs that typically help their owners with simple tasks. Occasionally, poppets gain sapience, independence, and a spark of life. Elevated beyond mere helpers or playthings, these poppets are free to chart their own destinies.


Most commonly made of cloth, wicker, and wood, poppets are among the simplest of constructs. They serve as helpers to fetch tools, clean dishes, tidy rooms, or perform other light tasks. Their size and appearance vary, but nearly all poppets appear humanoid in shape and between 1 to 3 feet tall. They're usually roughly made with button eyes sewn onto blank faces, strings of yarn in place of hair, and a simple dress or tunic made from coarse, cheap cloth. Wealthy families sometimes purchase poppets as toys, with their squishy bodies and stitched smiles, to keep their children company. Most poppets can't speak and lack the intellect to understand speech beyond preprogrammed orders. Poppets can become familiars.

Very, very rarely, a common poppet spontaneously manifests a spark of life-a tiny bit of life essence- and becomes a thinking, independent creature. These events are exceedingly rare; fewer than one in a thousand gain this spark. A poppet might manifest this life essence through a magical fluke in its construction, a brush with ephemeral spirits, or even the fervent wish of a loving child. Whatever their origin, the poppets described here as an ancestry have their own life and free will. They might consider their creators or former owners to be friends, but they acknowledge no one as their master and often leave comfortable homes or workshops to seek their place in the world.

Sapient living poppets usually refer to themselves as \"awakened\" to indicate the moment they gained clear and true self‑awareness. Poppets might talk about this event as the time they \"popped up,\" \"woke up,\" or \"sparked alive.\" Most poppets celebrate two special anniversaries each year: the day of their initial creation (which, for most poppets, they must learn secondhand or by studying their creator's records) and the day they awoke to true consciousness.

You Might...

Others Probably...

Physical Description

Living poppets are both humanoids and constructs, which gives them some of the benefits and drawbacks of each category. Their bodies are usually made of wood and wicker, but they can be made of cloth, leather, tin, stuffing, or delicate clockwork. Either way, poppets burn or melt quickly and must take care to avoid fire. They virtually never look alike, as each is created from unique and unusual circumstances.

Poppets are fully alert and self‑aware when they awaken to sentience; although they might not know much at first, they instantly gain intelligence and consciousness. They must breathe and sleep, and they must consume food and water each day; through a sort of magical digestion they can restore rips, tears, or scuffs in their physical form. Poppets don't age the same way fleshy creatures do, but they slowly wear down in physical form as well as in mental acuity. A poppet that tends to their body and mind (and takes care to avoid fire) can live up to 30 years.

Society

Free‑willed poppets are so rare that almost no such poppet has met another. Poppets normally live with larger creatures, though not always their creators, and tend to get along well in societies sized for larger creatures. Most live in cities because that's where toy makers, clockwork crafters, and other specialists have their shops, but poppets created by lonely hermits or reclusive inventors might prefer a life in the wilderness. Poppets often stay on the lookout for other creatures who, like them, have stumbled into self‑awareness. They might have regular conversations with animated objects, golems, houseplants, statues, or toys, in which they're deeply polite out of a desire to leave a good impression for the time when the object \"wakes up.\"

Alignment and Religion

Ordinary poppets are built as helpers and companions, and awakened poppets tend to retain this drive to aid others. They're therefore generally good, and more poppets are lawful than chaotic. Some spend their time trying to uncover secrets of their creation, find others like them, or keep out of trouble; these poppets are generally neutral in alignment. Poppets aren't typically religious unless a particular faith defined their creation, such as being made from scraps of Iomedaean altar cloth or woven from reeds around a sacred Gozren pool. These poppets tend to be vocally religious, even zealous, in their faith. Poppets who find religion later in their lives often revere Brigh, Casandalee, or Nethys.

Names

Poppets generally choose their own names, usually descriptive nicknames based on their materials, patterns, size, or demeanor. They tend to pick up and shed nicknames throughout their lives, and they happily adopt nicknames given to them by people they like. A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name of that person.

Sample Names

Burlap, Buttoneyes, Checker, Clockwhirr, Fivestitch, Nettle, Scramble, Stuffing, Taffeta, Tattercap

Poppets of the Inner Sea

Awkward and endearing, poppets are well‑regarded in all but the most insular and superstitious communities of Golarion. They're known to be able, helpful, and loyal little creatures who support a master's work or make an aristocrat's life easier, which is particularly true in large trade cities such as Absalom, Almas, the city of Katapesh, and Katheer. The key difference between ordinary poppets and living poppets, in most people's experiences, is responsive speech. Ordinary poppets usually can't talk; if they can, they reproduce only a few preprogrammed phrases by rote. They normally communicate with strangers via notes pinned to their bodies, like walking note boards. Awakened poppets not only talk but carry on lengthy, expressive conversations, which likely strikes even the most jaded urbanite as a marvelous wonder.

In regions where an entrenched nobility enjoys flaunting their wealth, poppets are even built specifically as toys. Taldor and Cheliax teem with aristocrats who pamper their children, grooming them for a life of leisure and devotion to family honor. These children have the best and most expensive toys, including poppets in fancy, frilly clothing. Such poppets are sometimes armed with subtle weaponry to fight against kidnappers or assassins who threaten their charges. Commoners in these nations treat poppets with deference and caution, as no one wants to risk the wrath of a spoiled scion. Awakened poppets from these lands sometimes believe themselves members of the aristocracy and can be snooty.

In nations such as Nex, Osirion, and Katapesh, where magic flows freely, construct servitors are common. As many people expect to see familiars and homunculi in their daily routines, a busy poppet rarely draws much attention. Such poppets are assumed to be on tasks for powerful masters, but they don't command too much respect-after all, if the task were truly important, the master wouldn't have sent a simple poppet. Poppets in these regions can expect to have to wait in lines, pester trade workers to get their attention, or barter like anyone else. They also tend to have simple and functional appearances with few ornamentations and a tendency to look shabby from years of work. Thus, poppets from these lands have a deeper understanding of common folk from spending so much time shoulder to shoulder (or, more likely, shoulder to thigh) among them.

Some poppets originate from crafted sophistication more so than magical skill. They might be cunning clockworks with interlocking piston‑powered gears or simply wood and wicker with ingenious hinges and well‑calibrated mechanisms inside. Others might look like toy soldiers or have visages of smooth, thin metal. Such poppets are most common in Alkenstar, Numeria, or around Absalom's Clockwork Cathedral. They often worry about rust, grit, or water spoiling their inner workings, to the point of being fussy.

There are few areas where poppets are outright feared, but Ustalav is one of them. Whispered stories of ghosts or curses tell tales of common objects, or even toys, given dread animation to inflict misery on a household, making citizens highly suspicious of poppets. This belief is unfortunate because Ustalav has more than its share of the creatures; eccentric inventors, professors desperate to prove abstruse theories, and possessing spirits from beyond the grave might give a poppet the spark of life. These poppets learn caution quickly, lest they be thrown into a bonfire or lake.

Because they're made from fragile materials, most poppets don't last very long before breaking down. A few rare exceptions survive from powerful ancient empires with well‑known mastery of constructs, such as the Azlanti Empire or the Jistka Imperium. These poppets might be incredibly old-older than they'll ever know, as such poppets awakened recently within an ancient ruin usually have no solid recollections of their creators or their original purpose. These poppets pose perhaps the deepest mysteries, as they might hold the keys to unlock secrets of lost civilizations.

Poppet Origins

It's rare to find two poppets that look alike, but the most significant and defining characteristic of a poppet isn't what they're made of. Rather, it's how they were imbued with life and independent thought. Magic animates most poppets, and those awakened gain their spark of life and sentience when something goes slightly off‑kilter with their enchantment. For unknown reasons-perhaps an accident or a creator's errant tinkering-a spark of life explodes into being, and a formerly lifeless series of nested commands and calculations synthesize together as true thought. The poppet suddenly gains life and self‑awareness, the ability to speak and reason, and a desire for freedom.

In some cases, a poppet's life essence originally belonged to another being. An errant fragment of a departed soul, psychic impression, or similar ephemeral sliver lodges within the little construct, and the poppet's magic fashions an entirely unique personality around it. A poppet awakened this way might have occasional glimpses into the being who donated this essence, but their life, mind, and soul are thereafter their own.

The rarest, and perhaps most precious, poppets are brought to life with love. These are faithful assistants or beloved toys that someone earnestly, honestly wished would become \"real.\" There's more magic in the world than found in formulas and litanies, and this wish magic awakens poppets in the best of circumstances: knowing they're cherished and able to respond with love of their own.

Poppet Mechanics

Rarity Rare

Hit Points 6

Size Small

Speed 25 feet

Attribute Boosts Constitution, Charisma, Free

Attribute Flaw Dexterity

Languages Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Construct, Humanoid

Senses Darkvision

Constructed The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal.

Flammable You have weakness to fire damage equal to one-third your level (minimum 1).

Poppet Heritages

@UUID[Compendium.pf2e.heritages.Item.Ghost Poppet]

@UUID[Compendium.pf2e.heritages.Item.Stuffed Poppet]

@UUID[Compendium.pf2e.heritages.Item.Toy Poppet]

@UUID[Compendium.pf2e.heritages.Item.Windup Poppet]

@UUID[Compendium.pf2e.heritages.Item.Wishborn Poppet]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -692,18 +698,18 @@ }, { "_id": "zoSkNev57C8OEDYL", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Ratfolk", "sort": 67124, "src": null, "system": {}, "text": { - "content": "

Ysoki are beings that most surface-dwelling humanoids refer to as \"ratfolk.\" They are a communal people who prefer cramped conditions, with up to 100 individuals living in a given home. If they can't find homes in town, ratfolk may instead live in caves and cavern complexes, as these provide great storage for the many and varied goods they bring back from trading expeditions.

Ratfolk love to travel, and they can often be found on the road in merchant caravans. They're good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They're also inveterate hoarders; ysoki warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency.

If you want a character who is smart, fast, welltraveled, and adaptable, try playing a ratfolk!

You might...

Others Probably...

Physical Description

Ratfolk have whiskered snouts, large ears, and hairless tails, and typically have red eyes and short brown or black fur. A common ratfolk is 4 feet tall and weighs around 80 pounds. Ratfolk vary considerably, however; even a single family group can exhibit substantial variation in hair color, eye color, or size.

Instinct drives ratfolk to maintain cleanliness, though this is also reinforced through their strong social structures. Because their appearance is often considered disturbing by other humanoids—and people may even mistake them for wererats—ratfolk often conceal their physical features with layers of clothing when moving through spaces dominated by other ancestries.

Society

Ysoki culture values cooperation and community. Every ratfolk learns—through communal games, social occasions, and sports—to forge fast friendships and connections with ratfolk outside their family. With a long tradition of working as traders and tinkers, ratfolk travel frequently from one town to another. Their wagons are usually grouped into caravans of up to half a dozen vehicles. Ysoki wagons are pulled by exceptionally large giant rats, and many ratfolk can speak to such animals.

Every ysoki family has perhaps two dozen names that have been passed down from generation to generation, sometimes with minor alterations or alternative nicknames. Ratfolk are often assigned nicknames and sobriquets by humanoids they interact with, but most find these names distasteful and endure them only when outside their communities.

Sample Names

Barnan, Chikis, Chonan, Deto, Jass, Jix, Knagi, Kubi, Lolo, Ninnec, Nos, Rak, Renzi, Skigim, Tali, Zess

Beliefs

Ratfolk care more about their family than abstract concepts of good and evil. Their warrens might be chaotic dens filled with hoarded knickknacks, but they also obey strict social codes.

Though ratfolk revere their ancestors and tend to acknowledge whatever deity is prevalent in their local area, Lao Shu Po has a special role in ysoki culture. Grandmother Rat embodies many things that are otherwise antithetical to ratfolk—she urges followers to put their own interests above others. To most ratfolk, Grandmother Rat accomplishes all those things they need done, but which they would not wish to do.

Popular Edicts

put your community's interests above your own, maintain a cleanly appearance, be honest in your dealings

Popular Anathema

throw away something that might be useful

Ratfolk Mechanics

Rarity Uncommon

Hit Points 6

Speed 25 feet

Size Small

Attribute Boosts Dexterity, Intelligence, Free

Attribute Flaw Free

Languages Ysoki, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Gnomish, Goblin, Halfling, Kholo, Orcish, Sakvroth, or any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Ratfolk

Senses Low-Light Vision

Sharp Teeth Your prominent incisors offer an alternative to the fists other humanoids bring to a fight. You have a jaws unarmed attack that deals 1d4 piercing damage, is in the brawling group, and has the agile and finesse traits.

Ratfolk Heritages

@UUID[Compendium.pf2e.heritages.Item.Deep Rat]

@UUID[Compendium.pf2e.heritages.Item.Desert Rat]

@UUID[Compendium.pf2e.heritages.Item.Longsnout Rat]

@UUID[Compendium.pf2e.heritages.Item.Sewer Rat]

@UUID[Compendium.pf2e.heritages.Item.Shadow Rat]

@UUID[Compendium.pf2e.heritages.Item.Snow Rat]

@UUID[Compendium.pf2e.heritages.Item.Tunnel Rat]

", + "content": "

Ysoki are beings that most surface-dwelling humanoids refer to as \"ratfolk.\" They are a communal people who prefer cramped conditions, with up to 100 individuals living in a given home. If they can't find homes in town, ratfolk may instead live in caves and cavern complexes, as these provide great storage for the many and varied goods they bring back from trading expeditions.

Ratfolk love to travel, and they can often be found on the road in merchant caravans. They're good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They're also inveterate hoarders; ysoki warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency.

If you want a character who is smart, fast, welltraveled, and adaptable, try playing a ratfolk!

You might...

Others Probably...

Physical Description

Ratfolk have whiskered snouts, large ears, and hairless tails, and typically have red eyes and short brown or black fur. A common ratfolk is 4 feet tall and weighs around 80 pounds. Ratfolk vary considerably, however; even a single family group can exhibit substantial variation in hair color, eye color, or size.

Instinct drives ratfolk to maintain cleanliness, though this is also reinforced through their strong social structures. Because their appearance is often considered disturbing by other humanoids—and people may even mistake them for wererats—ratfolk often conceal their physical features with layers of clothing when moving through spaces dominated by other ancestries.

Society

Ysoki culture values cooperation and community. Every ratfolk learns—through communal games, social occasions, and sports—to forge fast friendships and connections with ratfolk outside their family. With a long tradition of working as traders and tinkers, ratfolk travel frequently from one town to another. Their wagons are usually grouped into caravans of up to half a dozen vehicles. Ysoki wagons are pulled by exceptionally large giant rats, and many ratfolk can speak to such animals.

Every ysoki family has perhaps two dozen names that have been passed down from generation to generation, sometimes with minor alterations or alternative nicknames. Ratfolk are often assigned nicknames and sobriquets by humanoids they interact with, but most find these names distasteful and endure them only when outside their communities.

Sample Names

Barnan, Chikis, Chonan, Deto, Jass, Jix, Knagi, Kubi, Lolo, Ninnec, Nos, Rak, Renzi, Skigim, Tali, Zess

Beliefs

Ratfolk care more about their family than abstract concepts of good and evil. Their warrens might be chaotic dens filled with hoarded knickknacks, but they also obey strict social codes.

Though ratfolk revere their ancestors and tend to acknowledge whatever deity is prevalent in their local area, Lao Shu Po has a special role in ysoki culture. Grandmother Rat embodies many things that are otherwise antithetical to ratfolk—she urges followers to put their own interests above others. To most ratfolk, Grandmother Rat accomplishes all those things they need done, but which they would not wish to do.

Popular Edicts

put your community's interests above your own, maintain a cleanly appearance, be honest in your dealings

Popular Anathema

throw away something that might be useful

Ratfolk Mechanics

Rarity Uncommon

Hit Points 6

Speed 25 feet

Size Small

Attribute Boosts Dexterity, Intelligence, Free

Attribute Flaw Free

Languages Ysoki, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Gnomish, Goblin, Halfling, Kholo, Orcish, Sakvroth, or any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Ratfolk

Senses Low-Light Vision

Sharp Teeth Your prominent incisors offer an alternative to the fists other humanoids bring to a fight. You have a jaws unarmed attack that deals 1d4 piercing damage, is in the brawling group, and has the agile and finesse traits.

Ratfolk Heritages

@UUID[Compendium.pf2e.heritages.Item.Deep Rat]

@UUID[Compendium.pf2e.heritages.Item.Desert Rat]

@UUID[Compendium.pf2e.heritages.Item.Longsnout Rat]

@UUID[Compendium.pf2e.heritages.Item.Sewer Rat]

@UUID[Compendium.pf2e.heritages.Item.Shadow Rat]

@UUID[Compendium.pf2e.heritages.Item.Snow Rat]

@UUID[Compendium.pf2e.heritages.Item.Tunnel Rat]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -714,18 +720,18 @@ }, { "_id": "pwrptby8NB54A6HQ", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Samsaran", "sort": 67156, "src": null, "system": {}, "text": { - "content": "

Samsarans, as the tale goes, originated with a group of scholars in Zi Ha who ventured into the mountains to find the cure for an illness ravaging their village. After weeks of peril, they found a freshwater spring filled with pure magical life essence. This water brought the scholars back from the brink of death and cured the villagers. Given a new chance at life, everyone who drank the water devoted the rest of their life to learning and experiencing the world fully. Upon death, this devotion, combined with the magical essence now infused in their bodies, transformed these people into the first samsarans.

Samsarans dedicate themselves to achieving enlightenment—a true understanding of everything and everyone in the world around and beyond them. Unlike duskwalkers, samsarans reincarnate many times over, with some accumulating thousands of lived lives. This cycle of reincarnation continues until the individual samsaran achieves this goal of enlightenment, or irrevocably fails at making any progress toward it. At that time, a samsaran's soul passes onto the Great Beyond, and their body melts into pure water. For those samsarans who succeeded at enlightenment, they find a time of peace and satisfaction in the afterlife. Those who have failed instead encounter an afterlife filled with misery, punishment, reminders of past failure, or in extreme cases, nothing, leaving the souls to waste away for the rest of time.

While samsarans can recall parts of their past incarnations, these recollections often feel like halfremembered dreams. By combining these snippets of memories from the past with new knowledge from their current life span, samsarans can view and connect with the world in entirely unique ways. The detachment that comes with countless lifetimes sometimes makes it difficult for samsarans to empathize and connect with others, however.

If you want to play a character who experiences a repeated cycle of existence, seeking out new knowledge and experiences as you walk a path to learning everything you can about the universe, you should play a samsaran.

You Might...

Others Probably...

Physical Description

Samsarans reflect the diversity of whatever ancestry they had in their first mortal life cycle, and only upon their first rebirth do they take on the unique features of their kind. The reincarnation cycle gives samsarans blue skin tones, often in a pale shade but ranging to the deepest midnight navy as well. They have pupilless eyes that are typically pallid in coloration, comparable to the moon. Samsarans also have transparent and colorless blood, resembling crystal clear water.

When samsarans die, they reincarnate as a baby born to a humanoid couple of non-samsaran ancestry, often in the area a particular samsaran held the most affinity for in their previous life cycle. While they might share some features with their previous incarnation, the similarity is more like the shared appearances between a parent and child rather than identical duplication. Samsarans age at the same rate as humans, and unless they succumb to unnatural causes of death, they die of old age at 100 years old. Children born to samsarans live their first life cycle as the mortal ancestry their parents had and will take on the unique skin color and eyes of other samsarans only after their first death.

Society

The ultimate goal for samsarans is to reach enlightenment, but there's no singular path to walk or prescribed way to do so. Rather, each samsaran must explore the universe and learn its many secrets in their own way. Some samsarans find their way into schools, where they study niche research topics for decades at a time. Others act in the service of different gods, each religion offering them guidance to understanding the universe. Many enter periods of long internal reflection, isolating themselves from the outside world, while a handful venture out into the world to experience everything firsthand. From one incarnation to another, a samsaran can also switch up their path, pursuing a new avenue of knowledge and experience than they'd done for the last few centuries.

Even with the independent nature of the path to enlightenment, samsarans don't necessarily go through their journeys alone. Samsarans value community as spaces to share knowledge, find support and safety, and establish a connection with similarly minded people. Samsaran communities are often tightly knit, and their enclaves small. With a focus on knowledge and connection to the world, these samsaran enclaves typically occur in schools and temples. Trusted non-samsarans are invited into these communities to share their expertise and to learn from the collective knowledge of samsarans in different stages of the enlightenment journey. Conflicting perspectives and experiences are welcome, with samsarans encouraged to talk through differences to come to a better combined understanding.

When samsarans travel outside of their enclaves, they often live nomadically until they find something they want to study. If their journey takes them to a non-samsaran community, they might spend several cycles learning and experiencing life within that community, lending their knowledge to the people there and becoming a member until the call of enlightenment leads them away.

Rarely do samsarans have children, but when they do, the child isn't born a samsaran. Rather, the child bears the ancestry of their parents before they too reincarnated into samsarans, such as a human child born to samsarans who were human in their first life. Thus, it's tradition for children of samsaran lineage who haven't gone through their first rebirth to be adopted by nonsamsaran communities and experience a fully mortal life. This practice isn't done out of cruelty or neglect; most samsarans believe that spending this first lifetime among one's kin is a fundamental element that can never be properly experienced after reincarnation. Some samsarans do choose to raise their children themselves, but they usually keep members of their child's ancestry as close friends to maintain the important connection in this first lifetime. Regardless of their upbringing, once the child dies and reincarnates for the first time, their parents will traditionally bring the child into a samsaran community to begin their path to enlightenment.

While a core part of a samsaran's identity is preserved in the reincarnation cycle, their gender, appearance, and perspectives change from incarnation to incarnation. Even with memories shared between life cycles, when a samsaran is reborn, they're treated as a different individual than their previous incarnations.

For samsarans, the journey is the destination, so they don't rush through their lifetimes trying to reach enlightenment as quickly as possible. Every incarnation, a samsaran usually focuses on a goal that will further their understanding of the world. However, if the goal isn't accomplished in one lifetime, it gets carried over into the next reincarnation cycle, with some goals lasting several hundred years. The blending of lifetimes combined with the fact that the reincarnation cycle continues indefinitely until enlightenment is achieved—or failed—gives samsarans a skewed sense of time. With as many lifetimes as they could possibly need to accomplish or undo anything they want, urgency isn't a common concept for samsarans.

Samsaran names are shaped both by their previous incarnations and their present one. Their first names are given to them by the parents who raised them in their current life cycle and therefore reflect the region and culture where they're reborn. Upon reaching adulthood, samsarans give themselves a second name that reflects what they learned in their previous incarnation or represents their goal for this life cycle, such as virtues they hope to embody or concepts they wish to better understand. Most samsarans don't use traditional surnames, but if they wish to have one, they often combine the names from their last two incarnations.

Sample Names

Altuin Nurture, Davare Clarity, Enkhma Defense, Jochi Spellcrafter, Narintya Softheart, Sarange Lawseeker

Beliefs

With their lives centered around seeking enlightenment and the laws of the reincarnation cycle, many samsarans tend toward structure and order, tempered by compassion and empathy drawn from existences spent in a variety of bodies. A samsaran's beliefs can also change between incarnations, with the experiences of the previous lifetime impacting their worldviews in the current one.

Many samsarans are drawn toward religion and deities, which provide community and a framework to understanding the world that helps guide their path to enlightenment. With each samsaran's path being so independently unique, samsarans might follow any of a wide variety of gods in any given lifetime. However, Tsukiyo is often cited as the patron god of samsarans since many samsarans feel kinship toward his own tale of rebirth and the eternal cycle of the moon. Some tales even suggest that Tsukiyo had blessed the magical springs the first samsarans drank from.

Popular Edicts

achieve greater self-understanding, find your personal path toward enlightenment, take your time on journeys

Popular Anathema

live without intention or purpose, prevent others from genuine attempts at learning, stagnate in thought or passion

Samsaran Mechanics

Rarity Uncommon, Common in Zi Ha, Po Li, and Goka

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Constitution, Wisdom, Free

Attribute Flaw Charisma

Languages Common, Samsaran, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Chthonian, Diabolic, Draconian, Empyreal, Jotun, Petran, Pyric, Sussuran, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Samsaran

Low-Light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Cryptomnesia You retain bits of knowledge from your former lives. You gain a +1 circumstance bonus to untrained skill checks.

Wanderer's Soul Your soul is especially able to return to the cycle of reincarnation. When you're the subject of raise dead, reincarnate, or a similar ritual that would return you to life, the primary caster uses the outcome one degree of success better than their roll. You always return to life as a samsaran, even if the ritual would reincarnate you into a body of a different ancestry.

Samsaran Heritages

A samsaran's past lives can bear great influence on their current incarnation. Choose one of the following samsaran heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Healer Samsaran]

@UUID[Compendium.pf2e.heritages.Item.Mountaineer Samsaran]

@UUID[Compendium.pf2e.heritages.Item.Oracular Samsaran]

@UUID[Compendium.pf2e.heritages.Item.Sanctuary Samsaran]

@UUID[Compendium.pf2e.heritages.Item.Wilderness Samsaran]

", + "content": "

Samsarans, as the tale goes, originated with a group of scholars in Zi Ha who ventured into the mountains to find the cure for an illness ravaging their village. After weeks of peril, they found a freshwater spring filled with pure magical life essence. This water brought the scholars back from the brink of death and cured the villagers. Given a new chance at life, everyone who drank the water devoted the rest of their life to learning and experiencing the world fully. Upon death, this devotion, combined with the magical essence now infused in their bodies, transformed these people into the first samsarans.

Samsarans dedicate themselves to achieving enlightenment—a true understanding of everything and everyone in the world around and beyond them. Unlike duskwalkers, samsarans reincarnate many times over, with some accumulating thousands of lived lives. This cycle of reincarnation continues until the individual samsaran achieves this goal of enlightenment, or irrevocably fails at making any progress toward it. At that time, a samsaran's soul passes onto the Great Beyond, and their body melts into pure water. For those samsarans who succeeded at enlightenment, they find a time of peace and satisfaction in the afterlife. Those who have failed instead encounter an afterlife filled with misery, punishment, reminders of past failure, or in extreme cases, nothing, leaving the souls to waste away for the rest of time.

While samsarans can recall parts of their past incarnations, these recollections often feel like halfremembered dreams. By combining these snippets of memories from the past with new knowledge from their current life span, samsarans can view and connect with the world in entirely unique ways. The detachment that comes with countless lifetimes sometimes makes it difficult for samsarans to empathize and connect with others, however.

If you want to play a character who experiences a repeated cycle of existence, seeking out new knowledge and experiences as you walk a path to learning everything you can about the universe, you should play a samsaran.

You Might...

Others Probably...

Physical Description

Samsarans reflect the diversity of whatever ancestry they had in their first mortal life cycle, and only upon their first rebirth do they take on the unique features of their kind. The reincarnation cycle gives samsarans blue skin tones, often in a pale shade but ranging to the deepest midnight navy as well. They have pupilless eyes that are typically pallid in coloration, comparable to the moon. Samsarans also have transparent and colorless blood, resembling crystal clear water.

When samsarans die, they reincarnate as a baby born to a humanoid couple of non-samsaran ancestry, often in the area a particular samsaran held the most affinity for in their previous life cycle. While they might share some features with their previous incarnation, the similarity is more like the shared appearances between a parent and child rather than identical duplication. Samsarans age at the same rate as humans, and unless they succumb to unnatural causes of death, they die of old age at 100 years old. Children born to samsarans live their first life cycle as the mortal ancestry their parents had and will take on the unique skin color and eyes of other samsarans only after their first death.

Society

The ultimate goal for samsarans is to reach enlightenment, but there's no singular path to walk or prescribed way to do so. Rather, each samsaran must explore the universe and learn its many secrets in their own way. Some samsarans find their way into schools, where they study niche research topics for decades at a time. Others act in the service of different gods, each religion offering them guidance to understanding the universe. Many enter periods of long internal reflection, isolating themselves from the outside world, while a handful venture out into the world to experience everything firsthand. From one incarnation to another, a samsaran can also switch up their path, pursuing a new avenue of knowledge and experience than they'd done for the last few centuries.

Even with the independent nature of the path to enlightenment, samsarans don't necessarily go through their journeys alone. Samsarans value community as spaces to share knowledge, find support and safety, and establish a connection with similarly minded people. Samsaran communities are often tightly knit, and their enclaves small. With a focus on knowledge and connection to the world, these samsaran enclaves typically occur in schools and temples. Trusted non-samsarans are invited into these communities to share their expertise and to learn from the collective knowledge of samsarans in different stages of the enlightenment journey. Conflicting perspectives and experiences are welcome, with samsarans encouraged to talk through differences to come to a better combined understanding.

When samsarans travel outside of their enclaves, they often live nomadically until they find something they want to study. If their journey takes them to a non-samsaran community, they might spend several cycles learning and experiencing life within that community, lending their knowledge to the people there and becoming a member until the call of enlightenment leads them away.

Rarely do samsarans have children, but when they do, the child isn't born a samsaran. Rather, the child bears the ancestry of their parents before they too reincarnated into samsarans, such as a human child born to samsarans who were human in their first life. Thus, it's tradition for children of samsaran lineage who haven't gone through their first rebirth to be adopted by nonsamsaran communities and experience a fully mortal life. This practice isn't done out of cruelty or neglect; most samsarans believe that spending this first lifetime among one's kin is a fundamental element that can never be properly experienced after reincarnation. Some samsarans do choose to raise their children themselves, but they usually keep members of their child's ancestry as close friends to maintain the important connection in this first lifetime. Regardless of their upbringing, once the child dies and reincarnates for the first time, their parents will traditionally bring the child into a samsaran community to begin their path to enlightenment.

While a core part of a samsaran's identity is preserved in the reincarnation cycle, their gender, appearance, and perspectives change from incarnation to incarnation. Even with memories shared between life cycles, when a samsaran is reborn, they're treated as a different individual than their previous incarnations.

For samsarans, the journey is the destination, so they don't rush through their lifetimes trying to reach enlightenment as quickly as possible. Every incarnation, a samsaran usually focuses on a goal that will further their understanding of the world. However, if the goal isn't accomplished in one lifetime, it gets carried over into the next reincarnation cycle, with some goals lasting several hundred years. The blending of lifetimes combined with the fact that the reincarnation cycle continues indefinitely until enlightenment is achieved—or failed—gives samsarans a skewed sense of time. With as many lifetimes as they could possibly need to accomplish or undo anything they want, urgency isn't a common concept for samsarans.

Samsaran names are shaped both by their previous incarnations and their present one. Their first names are given to them by the parents who raised them in their current life cycle and therefore reflect the region and culture where they're reborn. Upon reaching adulthood, samsarans give themselves a second name that reflects what they learned in their previous incarnation or represents their goal for this life cycle, such as virtues they hope to embody or concepts they wish to better understand. Most samsarans don't use traditional surnames, but if they wish to have one, they often combine the names from their last two incarnations.

Sample Names

Altuin Nurture, Davare Clarity, Enkhma Defense, Jochi Spellcrafter, Narintya Softheart, Sarange Lawseeker

Beliefs

With their lives centered around seeking enlightenment and the laws of the reincarnation cycle, many samsarans tend toward structure and order, tempered by compassion and empathy drawn from existences spent in a variety of bodies. A samsaran's beliefs can also change between incarnations, with the experiences of the previous lifetime impacting their worldviews in the current one.

Many samsarans are drawn toward religion and deities, which provide community and a framework to understanding the world that helps guide their path to enlightenment. With each samsaran's path being so independently unique, samsarans might follow any of a wide variety of gods in any given lifetime. However, Tsukiyo is often cited as the patron god of samsarans since many samsarans feel kinship toward his own tale of rebirth and the eternal cycle of the moon. Some tales even suggest that Tsukiyo had blessed the magical springs the first samsarans drank from.

Popular Edicts

achieve greater self-understanding, find your personal path toward enlightenment, take your time on journeys

Popular Anathema

live without intention or purpose, prevent others from genuine attempts at learning, stagnate in thought or passion

Samsaran Mechanics

Rarity Uncommon, Common in Zi Ha, Po Li, and Goka

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Constitution, Wisdom, Free

Attribute Flaw Charisma

Languages Common, Samsaran, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Chthonian, Diabolic, Draconian, Empyreal, Jotun, Petran, Pyric, Sussuran, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Samsaran

Low-Light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Cryptomnesia You retain bits of knowledge from your former lives. You gain a +1 circumstance bonus to untrained skill checks.

Wanderer's Soul Your soul is especially able to return to the cycle of reincarnation. When you're the subject of raise dead, reincarnate, or a similar ritual that would return you to life, the primary caster uses the outcome one degree of success better than their roll. You always return to life as a samsaran, even if the ritual would reincarnate you into a body of a different ancestry.

Samsaran Heritages

A samsaran's past lives can bear great influence on their current incarnation. Choose one of the following samsaran heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Healer Samsaran]

@UUID[Compendium.pf2e.heritages.Item.Mountaineer Samsaran]

@UUID[Compendium.pf2e.heritages.Item.Oracular Samsaran]

@UUID[Compendium.pf2e.heritages.Item.Sanctuary Samsaran]

@UUID[Compendium.pf2e.heritages.Item.Wilderness Samsaran]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -736,18 +742,18 @@ }, { "_id": "oTRP3yJNZp5KRoHK", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Sarangay", "sort": 3400000, "src": null, "system": {}, "text": { - "content": "

Sarangay are carabao-headed people who have long survived deep in the forests across Tian Xia. Many adventurers have thought them to be monsters at first, but sarangay are nothing more than a thriving society who value their community and their souls above all else. Their cultures are built upon the intense desire to protect their communities and their chosen leader. Their horns are said to be a crescent moon, and their towering statures are said to have come from their ancestors being stretched so far up to reach their Father Moon while their Mother Earth kept them close to her bosom. They revere the great Father Moon, their First Ancestor, and endeavor to protect and exalt nature above all else, for they understand that they're part of it.

Sarangay tend to be rare and appear even rarer within the diverse confines of adventuring cities. When they leave their society, it's typically because they either have a duty to fulfill or they must depart in order to save their community. In the rising chaos of the modern lands of Tian Xia, more sarangay have begun to venture out into the world, either preemptively investigating potential threats or facing a breakdown in their own societies. The most tragic sarangay are those who wander alone because they have nothing and no one to protect and care for.

If you want to play a character who is at home in the wild, possesses inherent occult power, is sharply aware of their impressive strength, and comes from a proud culture, you should play a sarangay.

You Might...

Show off your head gem to loved ones but hide it from those that you don't trust.

Others Probably...

Physical Description

Sarangay are tall warriors with humanoid bodies that almost always have naturally heavy builds. They average at about 6 to 7 feet tall and have visibly muscular physiques—sarangay very often describe humans and similarly built ancestries as \"slender\" due to the difference between their typical figures. Their eyes are black orbs with white crescents for pupils. They have large, clawed hands, while their legs end in hooves that have the capacity to topple trees. Sarangay reach adulthood when their horns reach 2 feet in length. Their jewelry tends to include large horn platings, nose rings, and excessively large bangles made of gold common in the forests where sarangay live.

From birth, every sarangay has a giant gleaming stone upon their brow known as their head gem, which houses their soul. When sarangay choose a partner, they switch their head gems with each other and are in love for the rest of their lives. Unsurprisingly, sarangay are belligerent against anyone who would steal these gems. Unfortunately, the size, quality, and rarity of the head gems give them a staggering market value, and their spiritual associations attract unscrupulous magicians.

Callous nobles of Tian Xia love to carve such gems into decorations or display the gems upon their desks and in their lavish living areas.

Society

Sarangay are strong individually, but together, they're considered unbeatable. Most sarangay communities are small villages deep within the forests, but they demonstrate the same amount of diversity as the other ancestries of Tian Xia. These settlements are built out of houses that can be easily destroyed and remade; these residences can be moved with the shifting seasons and tides, to avoid invaders and other threats, and to uphold the proper geomancy of a village. The center of a village is always the house of the village chief, usually known as the datu, or sometimes ratu. The datu's house is known as the kraton, a large multi-storied palace made of the best hardwood, lacquered and oiled, making it less disposable than the other houses.

The datu is surrounded in their daily lives by their closest companions, usually either their own kin or a coterie of vassals who are indebted to the datu and are obliged to fight as the datu's own warband of faithful knights. Those sarangay related to the datu are often known as nobles, and they can take on any profession of their liking. The rest of the village is made up of commoners who do a large amount of the work for the village. They render a part of their labor to the datu in return for the protection and prestige of the datu's stewardship. This hierarchy isn't mandated by some divinity, but rather out of respect for a worthy leader. Datu who are deemed unworthy by the rest of the village are often overthrown by the concerted efforts of the commoners, who then choose a better datu, who can even come from their own ranks.

Sarangay hold their gleaming head gems in the highest regard, for the gems are said to contain their souls and all their memories. If a sarangay's gem is destroyed, it can regrow through the help of a shaman's ritual, but the gem-less sarangay falls into a state of dreamless stupor until then. Entire warbands are formed in villages to protect against poachers and adventurers who would steal head gems to achieve untold riches.

Sarangay usually have names that are two to three syllables long and that are usually one or two words, depending on the cadence. They tend to have consonants paired together to create hard yet regal sounds that exalt the ancient tongue and names of their ancestors.

Sample Names

Dakal, Davvun, Karatallu, Kasta, Kunnasi, Makkan Vulan, Mangi Yavu, Mappia, Nallutu, Ngatta, Nikanni, Sikamu, Tadday, Tullung, Uzzin, Vulu Vvuga

Beliefs

Despite their inherent occult powers, sarangay are very attuned to the forces of nature and the rhythms of wild places. They particularly hold the moon, which they call Ama Vulan—Father Moon—in the highest regard. Sarangay believe their horns represent the moon in its crescent phase, and their head gem is the moon at its fullest. During the full moon, sarangay perform intricate rituals to earn merit and favor from Father Moon, whom they believe to be their First Ancestor. Other than Father Moon and Mother Earth, they pay proper reverence to the thousand little gods who live in the leaves, in the droplets of water, in the embers of a bonfire. Sarangay believe that nature is inherently divine and alive, living much like they do.

Popular Edicts

protect what's yours, seek to understand the duality of the earth and moon, spend time enjoying the rhythms of nature

Popular Anathema

betray a worthy leader, remove your head gem without good cause

Sarangay Mechanics

Rarity Rare

Hit Points 8

Size Medium

Attribute Boosts Strength, Charisma, Free

Attribute Flaws Wisdom

Languages Common, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Empyreal, Fey, Nagaji, Petran, Pyric, Sussuran, Thalassic, Yaksha, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Sarangay

Horns Your powerful horns are formidable weapons. You have a horns unarmed attack that deals 1d6 piercing damage and has the shove trait. Your horns are in the brawling group.

Head Gem Upon your brow is a gem that houses your soul. When casting any spell or ritual to return you to life, your intact head gem can be substituted for your body. While you can freely remove your head gem, it's typically impossible for another creature to forcibly remove or destroy your head gem unless you're killed or permanently incapacitated first; at the GM's discretion, powerful magic or abilities can circumvent this restriction. If your head gem is removed or destroyed, it can be regrown using a day-long ritual. When this occurs, any remains of the previous gem immediately crumble to dust.

Sarangay Heritages

Sarangay have existed throughout Tian Xia for ages, and their clans are named for the phases of the moon. Choose one of the following sarangay heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Full Moon Sarangay]

@UUID[Compendium.pf2e.heritages.Item.Half Moon Sarangay]

@UUID[Compendium.pf2e.heritages.Item.New Moon Sarangay]

@UUID[Compendium.pf2e.heritages.Item.Waning Moon Sarangay]

@UUID[Compendium.pf2e.heritages.Item.Waxing Moon Sarangay]

", + "content": "

Sarangay are carabao-headed people who have long survived deep in the forests across Tian Xia. Many adventurers have thought them to be monsters at first, but sarangay are nothing more than a thriving society who value their community and their souls above all else. Their cultures are built upon the intense desire to protect their communities and their chosen leader. Their horns are said to be a crescent moon, and their towering statures are said to have come from their ancestors being stretched so far up to reach their Father Moon while their Mother Earth kept them close to her bosom. They revere the great Father Moon, their First Ancestor, and endeavor to protect and exalt nature above all else, for they understand that they're part of it.

Sarangay tend to be rare and appear even rarer within the diverse confines of adventuring cities. When they leave their society, it's typically because they either have a duty to fulfill or they must depart in order to save their community. In the rising chaos of the modern lands of Tian Xia, more sarangay have begun to venture out into the world, either preemptively investigating potential threats or facing a breakdown in their own societies. The most tragic sarangay are those who wander alone because they have nothing and no one to protect and care for.

If you want to play a character who is at home in the wild, possesses inherent occult power, is sharply aware of their impressive strength, and comes from a proud culture, you should play a sarangay.

You Might...

Show off your head gem to loved ones but hide it from those that you don't trust.

Others Probably...

Physical Description

Sarangay are tall warriors with humanoid bodies that almost always have naturally heavy builds. They average at about 6 to 7 feet tall and have visibly muscular physiques—sarangay very often describe humans and similarly built ancestries as \"slender\" due to the difference between their typical figures. Their eyes are black orbs with white crescents for pupils. They have large, clawed hands, while their legs end in hooves that have the capacity to topple trees. Sarangay reach adulthood when their horns reach 2 feet in length. Their jewelry tends to include large horn platings, nose rings, and excessively large bangles made of gold common in the forests where sarangay live.

From birth, every sarangay has a giant gleaming stone upon their brow known as their head gem, which houses their soul. When sarangay choose a partner, they switch their head gems with each other and are in love for the rest of their lives. Unsurprisingly, sarangay are belligerent against anyone who would steal these gems. Unfortunately, the size, quality, and rarity of the head gems give them a staggering market value, and their spiritual associations attract unscrupulous magicians.

Callous nobles of Tian Xia love to carve such gems into decorations or display the gems upon their desks and in their lavish living areas.

Society

Sarangay are strong individually, but together, they're considered unbeatable. Most sarangay communities are small villages deep within the forests, but they demonstrate the same amount of diversity as the other ancestries of Tian Xia. These settlements are built out of houses that can be easily destroyed and remade; these residences can be moved with the shifting seasons and tides, to avoid invaders and other threats, and to uphold the proper geomancy of a village. The center of a village is always the house of the village chief, usually known as the datu, or sometimes ratu. The datu's house is known as the kraton, a large multi-storied palace made of the best hardwood, lacquered and oiled, making it less disposable than the other houses.

The datu is surrounded in their daily lives by their closest companions, usually either their own kin or a coterie of vassals who are indebted to the datu and are obliged to fight as the datu's own warband of faithful knights. Those sarangay related to the datu are often known as nobles, and they can take on any profession of their liking. The rest of the village is made up of commoners who do a large amount of the work for the village. They render a part of their labor to the datu in return for the protection and prestige of the datu's stewardship. This hierarchy isn't mandated by some divinity, but rather out of respect for a worthy leader. Datu who are deemed unworthy by the rest of the village are often overthrown by the concerted efforts of the commoners, who then choose a better datu, who can even come from their own ranks.

Sarangay hold their gleaming head gems in the highest regard, for the gems are said to contain their souls and all their memories. If a sarangay's gem is destroyed, it can regrow through the help of a shaman's ritual, but the gem-less sarangay falls into a state of dreamless stupor until then. Entire warbands are formed in villages to protect against poachers and adventurers who would steal head gems to achieve untold riches.

Sarangay usually have names that are two to three syllables long and that are usually one or two words, depending on the cadence. They tend to have consonants paired together to create hard yet regal sounds that exalt the ancient tongue and names of their ancestors.

Sample Names

Dakal, Davvun, Karatallu, Kasta, Kunnasi, Makkan Vulan, Mangi Yavu, Mappia, Nallutu, Ngatta, Nikanni, Sikamu, Tadday, Tullung, Uzzin, Vulu Vvuga

Beliefs

Despite their inherent occult powers, sarangay are very attuned to the forces of nature and the rhythms of wild places. They particularly hold the moon, which they call Ama Vulan—Father Moon—in the highest regard. Sarangay believe their horns represent the moon in its crescent phase, and their head gem is the moon at its fullest. During the full moon, sarangay perform intricate rituals to earn merit and favor from Father Moon, whom they believe to be their First Ancestor. Other than Father Moon and Mother Earth, they pay proper reverence to the thousand little gods who live in the leaves, in the droplets of water, in the embers of a bonfire. Sarangay believe that nature is inherently divine and alive, living much like they do.

Popular Edicts

protect what's yours, seek to understand the duality of the earth and moon, spend time enjoying the rhythms of nature

Popular Anathema

betray a worthy leader, remove your head gem without good cause

Sarangay Mechanics

Rarity Rare

Hit Points 8

Size Medium

Attribute Boosts Strength, Charisma, Free

Attribute Flaws Wisdom

Languages Common, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Empyreal, Fey, Nagaji, Petran, Pyric, Sussuran, Thalassic, Yaksha, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Sarangay

Horns Your powerful horns are formidable weapons. You have a horns unarmed attack that deals 1d6 piercing damage and has the shove trait. Your horns are in the brawling group.

Head Gem Upon your brow is a gem that houses your soul. When casting any spell or ritual to return you to life, your intact head gem can be substituted for your body. While you can freely remove your head gem, it's typically impossible for another creature to forcibly remove or destroy your head gem unless you're killed or permanently incapacitated first; at the GM's discretion, powerful magic or abilities can circumvent this restriction. If your head gem is removed or destroyed, it can be regrown using a day-long ritual. When this occurs, any remains of the previous gem immediately crumble to dust.

Sarangay Heritages

Sarangay have existed throughout Tian Xia for ages, and their clans are named for the phases of the moon. Choose one of the following sarangay heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Full Moon Sarangay]

@UUID[Compendium.pf2e.heritages.Item.Half Moon Sarangay]

@UUID[Compendium.pf2e.heritages.Item.New Moon Sarangay]

@UUID[Compendium.pf2e.heritages.Item.Waning Moon Sarangay]

@UUID[Compendium.pf2e.heritages.Item.Waxing Moon Sarangay]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -758,18 +764,18 @@ }, { "_id": "qsbc1ZLCWzfl1sfZ", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Shisk", "sort": 3500000, "src": null, "system": {}, "text": { - "content": "

Shisks are secretive mountain-dwellers, bone-feathered humanoids who lurk underground in dark tunnels and caverns. Their fascination with collecting and protecting esoteric knowledge is one of the few things that can persuade them to explore the outside world.


Shisks rarely encounter other peoples, even in the Mwangi Expanse. Shisks subsist on low-calorie diets of vegetables and insects, causing them to rarely compete with others for resources or seek out people to trade. They have a tight-knit society, wary of outsiders, though they don't outright attack visitors. Their history is passed down verbally and musically, and they rarely maintain written records in order to keep their knowledge safe. Often the only proof that shisks exist comes from explorers finding signs of their architecture: organic and low-impact adobe buildings carved out of mountains rather than built atop them.

You Might...

Others Probably...

Physical Description

Shisks have features and skin-tones similar to humans, usually ranging from deep tan to deep black. They are lighter than their body size might indicate, due to having hollow bones. Shisks have no body hair-instead, their backs are covered in vestigial plumage that now grow only as bony quills that resemble calcified pin feathers. Though shisks can't fly, these spines are longer around their arms, as if they once had wings. A shisk's eyes contract into slits in the sunlight and are typically warmly colored, from hazel and brown to more unique colors like red or amber. Shisks have two prominent narrow fangs as the front teeth on their upper jaw, causing some people to mistake them for asanbosams or vampires.

Society

Though rarely encountered, shisks are willing to speak, host, and trade with outsiders. Their economy might be confusing to others: they greatly eschew materialism in favor of information and the arts. They freely give away material goods for knowledge or even performances, considering themselves on the \"winning\" side of a bargain if people are willing to take material things in exchange for valuable information. They never give away information for material goods, only for other knowledge, and they rarely ask for material goods in trades.

Shisk are so paranoid that different communities of shisks have been known to clash with one another over secrets. Wars are fought not over territory or resources, but over coveted information. On a few occasions, when shisk sages or diplomats convinced different groups of shisks to put aside their differences and collaborate, great puzzles and mysteries of Golarion have been solved in a matter of hours.

Shisk clothing is loose and breathable, and often minimal to avoid catching on their bony feathers. Due to their society's disregard for materialism, the shisk live in great harmony with nature around them, taking only what they need. Shisk often take up simple hobbies, such as sunbathing.

Alignment and Religion

Seeing themselves as part of the natural world and typically focused on their own pursuits instead of society, most shisks adopt neutral alignments. Some shisks are patrons of gods that have been long forgotten. Many shisks worship the sun god Chohar, a fact which might seem odd for people who dwell underground. The Green Faith is highly common among shisks, but when seeking out personal gods to revere, most shisks prefer gods of knowledge and secrets such as Irez, Nethys, or Norgorber.

Names

Shisk names are usually granted by their parents, though these names often have secret meanings known only to their families. They are often filled with sibilant syllables, occasionally punctuated by sharp vowels.

Sample Names

Adomssha, Asjossa, Chishinsa, Dalissho, Lessia, Lishassha, Somissu, Quinshu

Shisk Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Intelligence, Free

Languages Mwangi, Shisk

Additional Languages equal to your Intelligence modifier (if positive). Choose from any Common language, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Shisk

Senses Darkvision

Shisk Heritages

Choose one of the following shisk heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Lorekeeper Shisk]

@UUID[Compendium.pf2e.heritages.Item.Quillcoat Shisk]

@UUID[Compendium.pf2e.heritages.Item.Spellkeeper Shisk]

@UUID[Compendium.pf2e.heritages.Item.Stonestep Shisk]

@UUID[Compendium.pf2e.heritages.Item.Stronggut Shisk]

", + "content": "

Shisks are secretive mountain-dwellers, bone-feathered humanoids who lurk underground in dark tunnels and caverns. Their fascination with collecting and protecting esoteric knowledge is one of the few things that can persuade them to explore the outside world.


Shisks rarely encounter other peoples, even in the Mwangi Expanse. Shisks subsist on low-calorie diets of vegetables and insects, causing them to rarely compete with others for resources or seek out people to trade. They have a tight-knit society, wary of outsiders, though they don't outright attack visitors. Their history is passed down verbally and musically, and they rarely maintain written records in order to keep their knowledge safe. Often the only proof that shisks exist comes from explorers finding signs of their architecture: organic and low-impact adobe buildings carved out of mountains rather than built atop them.

You Might...

Others Probably...

Physical Description

Shisks have features and skin-tones similar to humans, usually ranging from deep tan to deep black. They are lighter than their body size might indicate, due to having hollow bones. Shisks have no body hair-instead, their backs are covered in vestigial plumage that now grow only as bony quills that resemble calcified pin feathers. Though shisks can't fly, these spines are longer around their arms, as if they once had wings. A shisk's eyes contract into slits in the sunlight and are typically warmly colored, from hazel and brown to more unique colors like red or amber. Shisks have two prominent narrow fangs as the front teeth on their upper jaw, causing some people to mistake them for asanbosams or vampires.

Society

Though rarely encountered, shisks are willing to speak, host, and trade with outsiders. Their economy might be confusing to others: they greatly eschew materialism in favor of information and the arts. They freely give away material goods for knowledge or even performances, considering themselves on the \"winning\" side of a bargain if people are willing to take material things in exchange for valuable information. They never give away information for material goods, only for other knowledge, and they rarely ask for material goods in trades.

Shisk are so paranoid that different communities of shisks have been known to clash with one another over secrets. Wars are fought not over territory or resources, but over coveted information. On a few occasions, when shisk sages or diplomats convinced different groups of shisks to put aside their differences and collaborate, great puzzles and mysteries of Golarion have been solved in a matter of hours.

Shisk clothing is loose and breathable, and often minimal to avoid catching on their bony feathers. Due to their society's disregard for materialism, the shisk live in great harmony with nature around them, taking only what they need. Shisk often take up simple hobbies, such as sunbathing.

Alignment and Religion

Seeing themselves as part of the natural world and typically focused on their own pursuits instead of society, most shisks adopt neutral alignments. Some shisks are patrons of gods that have been long forgotten. Many shisks worship the sun god Chohar, a fact which might seem odd for people who dwell underground. The Green Faith is highly common among shisks, but when seeking out personal gods to revere, most shisks prefer gods of knowledge and secrets such as Irez, Nethys, or Norgorber.

Names

Shisk names are usually granted by their parents, though these names often have secret meanings known only to their families. They are often filled with sibilant syllables, occasionally punctuated by sharp vowels.

Sample Names

Adomssha, Asjossa, Chishinsa, Dalissho, Lessia, Lishassha, Somissu, Quinshu

Shisk Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Intelligence, Free

Languages Mwangi, Shisk

Additional Languages equal to your Intelligence modifier (if positive). Choose from any Common language, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Shisk

Senses Darkvision

Shisk Heritages

Choose one of the following shisk heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Lorekeeper Shisk]

@UUID[Compendium.pf2e.heritages.Item.Quillcoat Shisk]

@UUID[Compendium.pf2e.heritages.Item.Spellkeeper Shisk]

@UUID[Compendium.pf2e.heritages.Item.Stonestep Shisk]

@UUID[Compendium.pf2e.heritages.Item.Stronggut Shisk]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -780,18 +786,18 @@ }, { "_id": "j2hOTtHcdu2SA8Ha", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Shoony", "sort": 3600000, "src": null, "system": {}, "text": { - "content": "

Diminutive humanoids who resemble squat, bipedal dogs, shoonies are sometimes mistaken for weak and insular pacifists. However, their sheer perseverance, incredible work ethic, and resourceful use of diplomacy make shoonies far from helpless.


According to shoonies, Aroden created their kind to provide him with pleasant company soon after he created the Isle of Kortos. Shoony culture is rooted in this myth and its implications, which help to explain the ancestry's long reputation for hospitality, good will, and pacifism. War is antithetical to the shoony way of life; shoonies rely on cooperation and persistence to make their way through a world that can seem at times hellbent on destroying them. Shoonies are unflappable in their optimism and always see the best in others, even when faced with frequent subjugation and exploitation that might create bitterness or xenophobia among other societies. To shoonies, peace is a goal always worth striving for, and no villain is beyond redemption, so they aim to resolve problems with peaceful solutions.

You Might...

Others Probably...

Physical Description

Shoonies are squat, furry humanoids with flattened canid faces and wet, black eyes. Their fur can be a variety of hues and patterns, with the most common colors being fawn or black, and their loose skin gives even the fittest shoony a pudgy appearance. Shoonies have short, curly tails that sometimes wag involuntarily when the shoony is content or particularly excited or pleased. Like canines, shoonies cannot sweat; they pant to mitigate heat and exertion, and it is not uncommon to see a shoony with a perpetually lolling tongue.

A shoony reaches maturity after just 8 to 10 years, and the elders of their villages rarely reach the age of 50. Little differentiates male and female shoonies except during the late stages of pregnancy, and as they age, both sexes develop graying facial fur, wrinkled skin, and frail joints. The average shoony is 3-1/2 feet tall and weighs 100 pounds.

Society

Despite the shoony drive toward communal living, most shoony settlements are farming villages with populations of no more than a hundred. Shoonies work hard to make their lands bountiful and recognize that large, dense populations can negatively affect the ecosystem. Monster attacks, natural disasters, and exploitation from stronger cultures have all also limited the spread of shoonies across the Inner Sea region.

Despite their short lifespans, shoonies are happy-go-lucky people with an irrepressible love for the land and their fellow shoonies, and remain optimistic even under the worst circumstances. The simple pleasures of living on this beautiful world, engaging in hard work, and surrounding themselves with loved ones motivate shoonies to push through the hardships that all too often befall their people.

Alignment and Religion

Most shoony societies encourage empathy and loyalty, so they're rarely evil, but they're also practical, traditional, and timid. Most shoony adventurers are neutral good or lawful good. Religion is a cornerstone of shoony village life; shoonies primarily worshipped Aroden until his apparent death. In his absence, many shoonies have adopted Erastil as their patron deity because his emphasis on family, community, and living off the land naturally meshes with typical shoony values. Noble shoonies-especially warriors-sometimes look to Iomedae as an exemplar of integrity, hard work, and sacrifice.

Adventurers

Few shoonies willingly choose to leave their homeland and friends in favor of facing the unknown, and the circumstances that lead a shoony to adventure are often dramatic and life-altering, if not tragic. That said, some shoonies do travel the world in search of riches to bring back to their village or to avenge their kinfolk, and shoony adventurers who show bravery or ingenuity are sure to earn a place in the legends of their people.

Typical shoonies have the acolyte, farmhand, hunter, laborer, or warrior backgrounds, or the animal wrangler or rigger backgrounds. Many shoony adventurers are fighters who hone their skills to become stalwart defenders of their friends. Some shoonies pursue religious study and become clerics or champions, while others develop their foraging and hunting skills as talented druids and rangers.

Names

With their strong family values and emphasis on found friends, it's no wonder that shoonies take particular pride in naming their children after other loved ones. Shoony names are short, guttural, and often sound like loose strings of unassociated vowels and soft consonants to people of other ancestries. Shoonies value names and take great care to learn and speak the correct pronunciations of their friends' names.

Sample Names

Ahogo, Arnbin, Bighmor, Bondin, Domwurd, Ebmeur, Gopor, Gurna, Hiemgur, Mufurlo, Oriog, Pulumar, Raliamar, Ruggion, Uhulrig, Ungrin.

Shoony Mechanics

Rarity Rare

Hit Points 6

Size Small

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Constitution

Languages Common, Shoony

Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Gnomish, Goblin, Halfling, Terran, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Shoony

Senses Low-Light Vision

Blunt Snout Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.

Shoony Heritages

Shoonies have developed a variety of physiological traits to account for their various roles in shoony society. Choose one of the following shoony heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Bloodhound Shoony]

@UUID[Compendium.pf2e.heritages.Item.Fishseeker Shoony]

@UUID[Compendium.pf2e.heritages.Item.Paddler Shoony]

@UUID[Compendium.pf2e.heritages.Item.Thickcoat Shoony]

", + "content": "

Diminutive humanoids who resemble squat, bipedal dogs, shoonies are sometimes mistaken for weak and insular pacifists. However, their sheer perseverance, incredible work ethic, and resourceful use of diplomacy make shoonies far from helpless.


According to shoonies, Aroden created their kind to provide him with pleasant company soon after he created the Isle of Kortos. Shoony culture is rooted in this myth and its implications, which help to explain the ancestry's long reputation for hospitality, good will, and pacifism. War is antithetical to the shoony way of life; shoonies rely on cooperation and persistence to make their way through a world that can seem at times hellbent on destroying them. Shoonies are unflappable in their optimism and always see the best in others, even when faced with frequent subjugation and exploitation that might create bitterness or xenophobia among other societies. To shoonies, peace is a goal always worth striving for, and no villain is beyond redemption, so they aim to resolve problems with peaceful solutions.

You Might...

Others Probably...

Physical Description

Shoonies are squat, furry humanoids with flattened canid faces and wet, black eyes. Their fur can be a variety of hues and patterns, with the most common colors being fawn or black, and their loose skin gives even the fittest shoony a pudgy appearance. Shoonies have short, curly tails that sometimes wag involuntarily when the shoony is content or particularly excited or pleased. Like canines, shoonies cannot sweat; they pant to mitigate heat and exertion, and it is not uncommon to see a shoony with a perpetually lolling tongue.

A shoony reaches maturity after just 8 to 10 years, and the elders of their villages rarely reach the age of 50. Little differentiates male and female shoonies except during the late stages of pregnancy, and as they age, both sexes develop graying facial fur, wrinkled skin, and frail joints. The average shoony is 3-1/2 feet tall and weighs 100 pounds.

Society

Despite the shoony drive toward communal living, most shoony settlements are farming villages with populations of no more than a hundred. Shoonies work hard to make their lands bountiful and recognize that large, dense populations can negatively affect the ecosystem. Monster attacks, natural disasters, and exploitation from stronger cultures have all also limited the spread of shoonies across the Inner Sea region.

Despite their short lifespans, shoonies are happy-go-lucky people with an irrepressible love for the land and their fellow shoonies, and remain optimistic even under the worst circumstances. The simple pleasures of living on this beautiful world, engaging in hard work, and surrounding themselves with loved ones motivate shoonies to push through the hardships that all too often befall their people.

Alignment and Religion

Most shoony societies encourage empathy and loyalty, so they're rarely evil, but they're also practical, traditional, and timid. Most shoony adventurers are neutral good or lawful good. Religion is a cornerstone of shoony village life; shoonies primarily worshipped Aroden until his apparent death. In his absence, many shoonies have adopted Erastil as their patron deity because his emphasis on family, community, and living off the land naturally meshes with typical shoony values. Noble shoonies-especially warriors-sometimes look to Iomedae as an exemplar of integrity, hard work, and sacrifice.

Adventurers

Few shoonies willingly choose to leave their homeland and friends in favor of facing the unknown, and the circumstances that lead a shoony to adventure are often dramatic and life-altering, if not tragic. That said, some shoonies do travel the world in search of riches to bring back to their village or to avenge their kinfolk, and shoony adventurers who show bravery or ingenuity are sure to earn a place in the legends of their people.

Typical shoonies have the acolyte, farmhand, hunter, laborer, or warrior backgrounds, or the animal wrangler or rigger backgrounds. Many shoony adventurers are fighters who hone their skills to become stalwart defenders of their friends. Some shoonies pursue religious study and become clerics or champions, while others develop their foraging and hunting skills as talented druids and rangers.

Names

With their strong family values and emphasis on found friends, it's no wonder that shoonies take particular pride in naming their children after other loved ones. Shoony names are short, guttural, and often sound like loose strings of unassociated vowels and soft consonants to people of other ancestries. Shoonies value names and take great care to learn and speak the correct pronunciations of their friends' names.

Sample Names

Ahogo, Arnbin, Bighmor, Bondin, Domwurd, Ebmeur, Gopor, Gurna, Hiemgur, Mufurlo, Oriog, Pulumar, Raliamar, Ruggion, Uhulrig, Ungrin.

Shoony Mechanics

Rarity Rare

Hit Points 6

Size Small

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Constitution

Languages Common, Shoony

Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Gnomish, Goblin, Halfling, Terran, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Shoony

Senses Low-Light Vision

Blunt Snout Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.

Shoony Heritages

Shoonies have developed a variety of physiological traits to account for their various roles in shoony society. Choose one of the following shoony heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Bloodhound Shoony]

@UUID[Compendium.pf2e.heritages.Item.Fishseeker Shoony]

@UUID[Compendium.pf2e.heritages.Item.Paddler Shoony]

@UUID[Compendium.pf2e.heritages.Item.Thickcoat Shoony]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -802,18 +808,18 @@ }, { "_id": "EcNSrvwIj22Jxkjz", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Skeleton", "sort": 3700000, "src": null, "system": {}, "text": { - "content": "

Skeletons are considered among the lowest types of undead. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. However, the animated bones of dragons, giants, and other great beasts make for dangerous foes. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Some necromancers turn their strongest enemies into skeletal undead servants, assuming they can keep control of them.


Skeleton adventurers were usually skilled and powerful in their former lives. Through unremitting force of will or extraordinary circumstances, their ego and ideals persist even in death. However, the very act of rising as a skeletal undead is traumatic. Memories of one's former life are usually fractured or hazy, if anything can be remembered at all. For some, these memories return with time; for others, they're gone forever. For the most part, this comes down to how the skeleton views themself: either as a continuation of the person they once were, or an entirely new being.

Skeleton adventurers often set themselves apart from other skeletons by dressing as flamboyantly as their station allows. Large, feathered caps, ornate armor, embroidered silks, or glittering jewelry are likely staples of their wardrobe. Some carve intricate \"tattoos\" into their bones or paint their skulls to maintain a sense of self that simple skeletons lack, and to signal to the living they're not like other undead.

Skeleton adventurers must come to terms with their new identity. They aren't bound by the limitations of the living and are often underestimated.

You Might...

Others Probably...

Physical Description

Aside from their complete lack of flesh and organs, skeletons vary widely in appearance, reflecting the broad diversity of all living beings. They can be tall, short, or anywhere in between. Skeletons of creatures with horns, wings, or tails retain them, although they are usually useless in their skeletal state. Skeletons raised from fresh remains tend to have stark white bones, while older ones tend to be gray or yellowed. Skeletons who adventure for a while often possess faint lines crisscrossing their bones like scars, indicating where they were injured in previous battles.

Society

Across Golarion, intelligent skeletons rarely gather in large enough numbers to constitute any kind of settlement. Even in Geb, where their numbers are highest, they typically mingle with other undead rather than band together. Many skeletons would rather keep company with those who remind them of their former life (although such reminders can just as easily lead to revulsion derived by the void energy infused within them). Gebbite skeletons are usually treated as members of the servant class and rarely have any upward social mobility.

Outside Geb, skeletons are far more solitary. Some might hide on the outskirts of society or move about in disguise, but it's difficult for them to find acceptance among the living. While they may not be feared in places like Nidal or Sekamina, they're also not likely to be respected.

Alignment and religion

While undead are almost always evil, some intelligent skeletons manage to stave off the corruption of the void energy that powers them. Other than the tendency to become twisted toward evil over time, skeletons typically lean toward the alignments of their creators or their former selves. Skeletons without any particular loyalty or allegiance trend toward neutral evil alignment, or neutral if they can stave off evil.

Skeletons who embrace their undeath often worship gods of death, such as Urgathoa, while those who resent it typically look toward gods of life and redemption. Accepting deities without particularly zealous anti-undead dogma, such as Shelyn, are popular among those who wish to fight against their destructive influences and become something greater than the purpose for which they were created.

Names

No widespread naming convention exists for skeletons. When necromancers bother to name skeletons they've raised, they typically choose names that suit their own tastes, the way one would name a pet. Others might be named for their role or job. Skeletons with their memories intact might choose to keep their name from when they were alive, but others might choose new names based on their undead experiences.

Sample Names

Clatterjaw, Creaker, Doorstop, Final Sacrifice, Gochiyo, Lectern, Macefodder, Sixth Lancer, Skulldyr, Xelim

Skeleton Mechanics

Rarity Rare

Hit Points 6

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Intelligence

Languages Common, Necril

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Diabolic, Dwarven, Elven, Orcish, Sakvroth, and any other languages to which you have access (such as languages prevalent in your region).

Traits Skeleton, Undead

Undeath You have @UUID[Compendium.pf2e.ancestryfeatures.Item.Basic Undead Benefits]. For your undead hunger, you don't eat flesh like ghouls or drink blood like vampires, but you do collect bones you can use to help yourself mend.

Skeleton Heritages

@UUID[Compendium.pf2e.heritages.Item.Compact Skeleton]

@UUID[Compendium.pf2e.heritages.Item.Fodder Skeleton]

@UUID[Compendium.pf2e.heritages.Item.Monstrous Skeleton]

@UUID[Compendium.pf2e.heritages.Item.Shifting Skeleton]

@UUID[Compendium.pf2e.heritages.Item.Sturdy Skeleton]

", + "content": "

Skeletons are considered among the lowest types of undead. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. However, the animated bones of dragons, giants, and other great beasts make for dangerous foes. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Some necromancers turn their strongest enemies into skeletal undead servants, assuming they can keep control of them.


Skeleton adventurers were usually skilled and powerful in their former lives. Through unremitting force of will or extraordinary circumstances, their ego and ideals persist even in death. However, the very act of rising as a skeletal undead is traumatic. Memories of one's former life are usually fractured or hazy, if anything can be remembered at all. For some, these memories return with time; for others, they're gone forever. For the most part, this comes down to how the skeleton views themself: either as a continuation of the person they once were, or an entirely new being.

Skeleton adventurers often set themselves apart from other skeletons by dressing as flamboyantly as their station allows. Large, feathered caps, ornate armor, embroidered silks, or glittering jewelry are likely staples of their wardrobe. Some carve intricate \"tattoos\" into their bones or paint their skulls to maintain a sense of self that simple skeletons lack, and to signal to the living they're not like other undead.

Skeleton adventurers must come to terms with their new identity. They aren't bound by the limitations of the living and are often underestimated.

You Might...

Others Probably...

Physical Description

Aside from their complete lack of flesh and organs, skeletons vary widely in appearance, reflecting the broad diversity of all living beings. They can be tall, short, or anywhere in between. Skeletons of creatures with horns, wings, or tails retain them, although they are usually useless in their skeletal state. Skeletons raised from fresh remains tend to have stark white bones, while older ones tend to be gray or yellowed. Skeletons who adventure for a while often possess faint lines crisscrossing their bones like scars, indicating where they were injured in previous battles.

Society

Across Golarion, intelligent skeletons rarely gather in large enough numbers to constitute any kind of settlement. Even in Geb, where their numbers are highest, they typically mingle with other undead rather than band together. Many skeletons would rather keep company with those who remind them of their former life (although such reminders can just as easily lead to revulsion derived by the void energy infused within them). Gebbite skeletons are usually treated as members of the servant class and rarely have any upward social mobility.

Outside Geb, skeletons are far more solitary. Some might hide on the outskirts of society or move about in disguise, but it's difficult for them to find acceptance among the living. While they may not be feared in places like Nidal or Sekamina, they're also not likely to be respected.

Alignment and religion

While undead are almost always evil, some intelligent skeletons manage to stave off the corruption of the void energy that powers them. Other than the tendency to become twisted toward evil over time, skeletons typically lean toward the alignments of their creators or their former selves. Skeletons without any particular loyalty or allegiance trend toward neutral evil alignment, or neutral if they can stave off evil.

Skeletons who embrace their undeath often worship gods of death, such as Urgathoa, while those who resent it typically look toward gods of life and redemption. Accepting deities without particularly zealous anti-undead dogma, such as Shelyn, are popular among those who wish to fight against their destructive influences and become something greater than the purpose for which they were created.

Names

No widespread naming convention exists for skeletons. When necromancers bother to name skeletons they've raised, they typically choose names that suit their own tastes, the way one would name a pet. Others might be named for their role or job. Skeletons with their memories intact might choose to keep their name from when they were alive, but others might choose new names based on their undead experiences.

Sample Names

Clatterjaw, Creaker, Doorstop, Final Sacrifice, Gochiyo, Lectern, Macefodder, Sixth Lancer, Skulldyr, Xelim

Skeleton Mechanics

Rarity Rare

Hit Points 6

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Intelligence

Languages Common, Necril

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Diabolic, Dwarven, Elven, Orcish, Sakvroth, and any other languages to which you have access (such as languages prevalent in your region).

Traits Skeleton, Undead

Undeath You have @UUID[Compendium.pf2e.ancestryfeatures.Item.Basic Undead Benefits]. For your undead hunger, you don't eat flesh like ghouls or drink blood like vampires, but you do collect bones you can use to help yourself mend.

Skeleton Heritages

@UUID[Compendium.pf2e.heritages.Item.Compact Skeleton]

@UUID[Compendium.pf2e.heritages.Item.Fodder Skeleton]

@UUID[Compendium.pf2e.heritages.Item.Monstrous Skeleton]

@UUID[Compendium.pf2e.heritages.Item.Shifting Skeleton]

@UUID[Compendium.pf2e.heritages.Item.Sturdy Skeleton]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -824,18 +830,18 @@ }, { "_id": "rvbMGyBr6y5K7HDP", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Sprite", "sort": 3800000, "src": null, "system": {}, "text": { - "content": "

Sprites are diminutive, whimsical, and exuberant creatures from the fey realm known as the First World. They love playing pranks, exploring new things, and embracing everything to do with magic.


When most people picture a fey, chances are they're thinking of a sprite. The majority of sprites remain in the First World, where they are essentially immortal, reincarnating to a new form of fey when their life eventually comes to an end. Some even meld together with others to form a more substantial body or split apart into multiple smaller fey. However, sprites are incredibly curious about all forms of magic, leading a significant number to risk the mortal world to explore the new possibilities offered by the unusually static nature of mortal existence. These creatures mix in with other, smaller groups of Material Plane comrades, including exiles from the First World, those whose family swore pacts to mortals, and even contemplative individuals curious to enter the mortal cycle of souls.

The first generation of Material Plane sprites were content to guard magical locations or objects, learn music, and play pranks on the unsuspecting. Panic struck when children born in the mortal world didn't form wings upon adulthood-some sprites transitioning to the mortal world likewise lost their wings after a time. Believing this to be a sign that the mortal world was too alien for them to live there, many of the initial sprite explorers returned to the safety of the First World.

However, their wingless children exhibited a potential unmatched by any of their ancestors, as well as a particular magical affinity for the mortal world. They became the mightiest of sprite heroes, but also, on occasion, the most dangerous villains. As they came close to reaching their full strength, many of them did grow their wings at long last: larger, unique, and more vibrant than any from the First World had seen before, a sign of their limitless potential.

If you want a character who is tiny, mercurial, and curious, you should play a sprite.

You Might...

Others Probably...

Physical Description

Sprites are tiny faeries whose features vary wildly based on their heritage. The Wingless-those with the potential to become powerful heroes and villains, including all PC sprites-slowly grow their wings over time as their magical potential manifests, though some never grow wings at all. Those sprites with humbler destinies typically grow wings when reaching full adulthood and mastering their innate magic. Sprites reach adulthood at around the same rate as humans do, but a typical fey who can manage to stay out of mischief and danger can live 1,000 years or more. Material Plane sprites who sense their time is coming to an end usually return to the First World to be reborn and start their adventure all over again.

Society

Sprites habitually live in tiny, reclusive villages in areas with abundant magic, natural beauty, or other curiosities of interest. Other sprites live as loners or with small family or peer groups, traveling across the land in search of excitement.

Alignments and Religion

Sprites run the gamut of alignments but are rarely lawful or evil. They are far more likely to worship the Eldest-the peculiar deities of the fey-than those of the mortal world. They have a particular affinity for Shyka, the many-formed Eldest of time, and the Lantern King, the trickster among their ranks. Among mortal deities, sprites appreciate Desna the most, and due to her iconic depiction as a butterfly-winged woman, some Desnan sprites claim her as one of their own. Sprites also readily comprehend the doctrines of Cayden Cailean and Shelyn, and the goddess of beauty and art is a particular favorite among grigs.

Names

Sprite names are based entirely on their parents' whimsy. Sprites often adopt additional monikers later in life or change those assigned to them at birth; this is neither frowned upon nor considered abnormal.

Sample Names

Bree, Plumgrass, Cowrie, Flit, Moth, Zephyr, Naatalu, Pinebrush, Zandivar

Sprite Mechanics

Rarity Rare

Hit Points 6

Size Tiny

Speed 20 feet

Attribute Boosts Dexterity, Intelligence, Free

Attribute Flaw Strength

Languages Common, Sylvan

Additional Languages equal to your Intelligence modifier (if positive). Choose from Celestial, Draconic, Elven, Gnomish, Goblin, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Fey, Sprite

Senses Low-Light Vision

Magical Strikes Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons.

Sprite Heritages

@UUID[Compendium.pf2e.heritages.Item.Draxie]

@UUID[Compendium.pf2e.heritages.Item.Grig]

@UUID[Compendium.pf2e.heritages.Item.Luminous Sprite]

@UUID[Compendium.pf2e.heritages.Item.Melixie]

@UUID[Compendium.pf2e.heritages.Item.Nyktera]

@UUID[Compendium.pf2e.heritages.Item.Pixie]

", + "content": "

Sprites are diminutive, whimsical, and exuberant creatures from the fey realm known as the First World. They love playing pranks, exploring new things, and embracing everything to do with magic.


When most people picture a fey, chances are they're thinking of a sprite. The majority of sprites remain in the First World, where they are essentially immortal, reincarnating to a new form of fey when their life eventually comes to an end. Some even meld together with others to form a more substantial body or split apart into multiple smaller fey. However, sprites are incredibly curious about all forms of magic, leading a significant number to risk the mortal world to explore the new possibilities offered by the unusually static nature of mortal existence. These creatures mix in with other, smaller groups of Material Plane comrades, including exiles from the First World, those whose family swore pacts to mortals, and even contemplative individuals curious to enter the mortal cycle of souls.

The first generation of Material Plane sprites were content to guard magical locations or objects, learn music, and play pranks on the unsuspecting. Panic struck when children born in the mortal world didn't form wings upon adulthood-some sprites transitioning to the mortal world likewise lost their wings after a time. Believing this to be a sign that the mortal world was too alien for them to live there, many of the initial sprite explorers returned to the safety of the First World.

However, their wingless children exhibited a potential unmatched by any of their ancestors, as well as a particular magical affinity for the mortal world. They became the mightiest of sprite heroes, but also, on occasion, the most dangerous villains. As they came close to reaching their full strength, many of them did grow their wings at long last: larger, unique, and more vibrant than any from the First World had seen before, a sign of their limitless potential.

If you want a character who is tiny, mercurial, and curious, you should play a sprite.

You Might...

Others Probably...

Physical Description

Sprites are tiny faeries whose features vary wildly based on their heritage. The Wingless-those with the potential to become powerful heroes and villains, including all PC sprites-slowly grow their wings over time as their magical potential manifests, though some never grow wings at all. Those sprites with humbler destinies typically grow wings when reaching full adulthood and mastering their innate magic. Sprites reach adulthood at around the same rate as humans do, but a typical fey who can manage to stay out of mischief and danger can live 1,000 years or more. Material Plane sprites who sense their time is coming to an end usually return to the First World to be reborn and start their adventure all over again.

Society

Sprites habitually live in tiny, reclusive villages in areas with abundant magic, natural beauty, or other curiosities of interest. Other sprites live as loners or with small family or peer groups, traveling across the land in search of excitement.

Alignments and Religion

Sprites run the gamut of alignments but are rarely lawful or evil. They are far more likely to worship the Eldest-the peculiar deities of the fey-than those of the mortal world. They have a particular affinity for Shyka, the many-formed Eldest of time, and the Lantern King, the trickster among their ranks. Among mortal deities, sprites appreciate Desna the most, and due to her iconic depiction as a butterfly-winged woman, some Desnan sprites claim her as one of their own. Sprites also readily comprehend the doctrines of Cayden Cailean and Shelyn, and the goddess of beauty and art is a particular favorite among grigs.

Names

Sprite names are based entirely on their parents' whimsy. Sprites often adopt additional monikers later in life or change those assigned to them at birth; this is neither frowned upon nor considered abnormal.

Sample Names

Bree, Plumgrass, Cowrie, Flit, Moth, Zephyr, Naatalu, Pinebrush, Zandivar

Sprite Mechanics

Rarity Rare

Hit Points 6

Size Tiny

Speed 20 feet

Attribute Boosts Dexterity, Intelligence, Free

Attribute Flaw Strength

Languages Common, Sylvan

Additional Languages equal to your Intelligence modifier (if positive). Choose from Celestial, Draconic, Elven, Gnomish, Goblin, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Fey, Sprite

Senses Low-Light Vision

Magical Strikes Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons.

Sprite Heritages

@UUID[Compendium.pf2e.heritages.Item.Draxie]

@UUID[Compendium.pf2e.heritages.Item.Grig]

@UUID[Compendium.pf2e.heritages.Item.Luminous Sprite]

@UUID[Compendium.pf2e.heritages.Item.Melixie]

@UUID[Compendium.pf2e.heritages.Item.Nyktera]

@UUID[Compendium.pf2e.heritages.Item.Pixie]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -846,18 +852,18 @@ }, { "_id": "N8aShsDuf3ur0vZ2", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Strix", "sort": 3900000, "src": null, "system": {}, "text": { - "content": "

Known as itarii in their own language, strix are reclusive avian humanoids devoted to their homelands and their tribes. They defend their precious communities with broad wingspans and razor talons.


Strix value ferocity, vengeance, and devotion above all else. Their dark, formidable wingspans and long history of taking revenge for their fallen family members have painted them as winged devils in the eyes of neighboring human populations. In contradiction to their misunderstood nature, strix boast a spiritual, artistic, and compassionate culture that is rarely seen outside of their roosts.

As strix populations begin to resurge and spread beyond the mountainous region known as the Devil's Perch, their tribes now speckle the landscape of Cheliax and surrounding nations. Soaring over mountains, forests, and beaches, strix are always brought home by the deep connections they share with their kinfolk.

If you want a character who is loyal yet enigmatic, fierce yet artistic, and who yearns to soar above the world, you should play a strix.

You Might...

Others Probably...

Physical Description

Strix are avian-influenced humanoids with intimidating talons and feathered wings sprouting from their backs. With an average height of 6 feet, strix are taller than most humans but are very light for their size. Strix are considered mature at 14 years of age and have an average lifespan of 40 years. They have pointed ears and large eyes that are typically black from sclera to pupil, but occasionally appear as a piercing golden color. Strix lack the ability to move their eyes independently of their head, resulting in distinctive jerky movements as their gaze snaps between targets. Their bodies are usually taut with defined musculature-a result of the strength necessary to flex their wings.

Society

Strix are rare and reclusive people who cling to their ancestral territories. They live in modest-sized tribes, but some reside in smaller bands of tight-knit individuals. The largest settlements of strix reside on Devil's Perch, but a small number of their ilk have traveled far across Golarion. Strix feel an intense empathy and attachment to their family and other community members. They prioritize the needs of their community over their individual desires, and their bands and tribes benefit from an easy yet expertly organized division of labor. Strix tribes are led by a rokoa, a female tribal leader.

A long history of conflict with the nearby nation of Cheliax as bred into most strix a deep fear and suspicion of humans-who they call kotaara. Strix have struggled to keep hold of their territories and maintain their numbers in the face of constant conflict with these enemies who, in addition to trying to destroy what they believe to be winged devils, vastly outnumber them. Due to their strongly bonded groups, the loss of a single tribe member is devastating.

Alignment and Religion

Due to their deep respect for the rules of a functioning society, strix are rarely chaotic, but some may be flexible on adopting the rules of outside societies. Strix are typically nonreligious and instead use stories from an epic known as the Korrsat Akra, or \"The Scattered Nest,\" to tell them of their origins and give them direction on their current place in the world. They have a deep investment in the lives of their fellows and experience intense grief at their passing. Pharasma is a common influence among religious strix due to the popularity of religious and spiritual practices honoring the lives and deaths in their beloved community. Gozreh is also an everyday influence for many strix, who beseech the Wind and the Waves to give them satisfying tailwinds for flight and protect their kin when the sky turns dark with fury. Erastil and even Torag represent two versions of social order and may be unifying deities across entire tribes.

Names

Strix names consist of sounds that are reminiscent of chirping, screeches, or trilling by various birds, and their naming conventions are influenced primarily by tradition and spirituality. Strix in small communities might share a common syllable among all their names to express their unity. Due to their deep affection for their family members, naming children after other loved ones is very common, occasionally with an additional syllable or slight change to the pronunciation.

Sample Names

Chiit-iir, Cicreeti, Ikatarii, Irkoata, Kaata, Kiilo, Kirii, Rahka, Roatatwiil, Turiilo, Turuk, Twilii

Strix Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Free

Languages Common, Strix

Additional Languages equal to your Intelligence modifier (if positive). Choose from Diabolic, Draconic, Gnomish, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Strix

Senses Low-Light Vision

Wings All strix possess powerful wings. While not all strix focus on honing their flying skills, a strong flap of their wings allows strix to travel longer distances when jumping. When Leaping horizontally, you move an additional 5 feet. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed. Additionally, you take no damage from falling, no matter what distance you fall.

Strix Heritages

@UUID[Compendium.pf2e.heritages.Item.Nightglider Strix]

@UUID[Compendium.pf2e.heritages.Item.Predator Strix]

@UUID[Compendium.pf2e.heritages.Item.Scavenger Strix]

@UUID[Compendium.pf2e.heritages.Item.Shoreline Strix]

@UUID[Compendium.pf2e.heritages.Item.Songbird Strix]

", + "content": "

Known as itarii in their own language, strix are reclusive avian humanoids devoted to their homelands and their tribes. They defend their precious communities with broad wingspans and razor talons.


Strix value ferocity, vengeance, and devotion above all else. Their dark, formidable wingspans and long history of taking revenge for their fallen family members have painted them as winged devils in the eyes of neighboring human populations. In contradiction to their misunderstood nature, strix boast a spiritual, artistic, and compassionate culture that is rarely seen outside of their roosts.

As strix populations begin to resurge and spread beyond the mountainous region known as the Devil's Perch, their tribes now speckle the landscape of Cheliax and surrounding nations. Soaring over mountains, forests, and beaches, strix are always brought home by the deep connections they share with their kinfolk.

If you want a character who is loyal yet enigmatic, fierce yet artistic, and who yearns to soar above the world, you should play a strix.

You Might...

Others Probably...

Physical Description

Strix are avian-influenced humanoids with intimidating talons and feathered wings sprouting from their backs. With an average height of 6 feet, strix are taller than most humans but are very light for their size. Strix are considered mature at 14 years of age and have an average lifespan of 40 years. They have pointed ears and large eyes that are typically black from sclera to pupil, but occasionally appear as a piercing golden color. Strix lack the ability to move their eyes independently of their head, resulting in distinctive jerky movements as their gaze snaps between targets. Their bodies are usually taut with defined musculature-a result of the strength necessary to flex their wings.

Society

Strix are rare and reclusive people who cling to their ancestral territories. They live in modest-sized tribes, but some reside in smaller bands of tight-knit individuals. The largest settlements of strix reside on Devil's Perch, but a small number of their ilk have traveled far across Golarion. Strix feel an intense empathy and attachment to their family and other community members. They prioritize the needs of their community over their individual desires, and their bands and tribes benefit from an easy yet expertly organized division of labor. Strix tribes are led by a rokoa, a female tribal leader.

A long history of conflict with the nearby nation of Cheliax as bred into most strix a deep fear and suspicion of humans-who they call kotaara. Strix have struggled to keep hold of their territories and maintain their numbers in the face of constant conflict with these enemies who, in addition to trying to destroy what they believe to be winged devils, vastly outnumber them. Due to their strongly bonded groups, the loss of a single tribe member is devastating.

Alignment and Religion

Due to their deep respect for the rules of a functioning society, strix are rarely chaotic, but some may be flexible on adopting the rules of outside societies. Strix are typically nonreligious and instead use stories from an epic known as the Korrsat Akra, or \"The Scattered Nest,\" to tell them of their origins and give them direction on their current place in the world. They have a deep investment in the lives of their fellows and experience intense grief at their passing. Pharasma is a common influence among religious strix due to the popularity of religious and spiritual practices honoring the lives and deaths in their beloved community. Gozreh is also an everyday influence for many strix, who beseech the Wind and the Waves to give them satisfying tailwinds for flight and protect their kin when the sky turns dark with fury. Erastil and even Torag represent two versions of social order and may be unifying deities across entire tribes.

Names

Strix names consist of sounds that are reminiscent of chirping, screeches, or trilling by various birds, and their naming conventions are influenced primarily by tradition and spirituality. Strix in small communities might share a common syllable among all their names to express their unity. Due to their deep affection for their family members, naming children after other loved ones is very common, occasionally with an additional syllable or slight change to the pronunciation.

Sample Names

Chiit-iir, Cicreeti, Ikatarii, Irkoata, Kaata, Kiilo, Kirii, Rahka, Roatatwiil, Turiilo, Turuk, Twilii

Strix Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Free

Languages Common, Strix

Additional Languages equal to your Intelligence modifier (if positive). Choose from Diabolic, Draconic, Gnomish, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Strix

Senses Low-Light Vision

Wings All strix possess powerful wings. While not all strix focus on honing their flying skills, a strong flap of their wings allows strix to travel longer distances when jumping. When Leaping horizontally, you move an additional 5 feet. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed. Additionally, you take no damage from falling, no matter what distance you fall.

Strix Heritages

@UUID[Compendium.pf2e.heritages.Item.Nightglider Strix]

@UUID[Compendium.pf2e.heritages.Item.Predator Strix]

@UUID[Compendium.pf2e.heritages.Item.Scavenger Strix]

@UUID[Compendium.pf2e.heritages.Item.Shoreline Strix]

@UUID[Compendium.pf2e.heritages.Item.Songbird Strix]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -868,18 +874,18 @@ }, { "_id": "6kuNg9Pr7LdaNPQq", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Surki", "sort": 4000000, "src": null, "system": {}, "text": { - "content": "

Surkis are an insectile species who subsist on the latent magic in the world around them. As a subterranean species native to the Darklands, surkis have rarely been seen on the surface, and always with long pauses between historical sightings. This is due to surkis' life cycle—long dormancies followed by so-called \"generation digs,\" as they migrate great distances in response to happenings underground. The healing of the Worldwound initiated one of the largest such digs in their history, bringing surkis up into the caverns and passages of the Sarkoris Scar and emerging onto the surface for the first time in many years. Since their emergence, several small surki settlements have been established in secluded corners of Sarkoris, voraciously cataloging the wildlife, magics, and various other inhabitants of the area as they explore the alien environment of the surface.

Rather than consuming food conventionally, surkis are filter feeders, absorbing magic from the air, soil, plants, stone, and practically any other material. This magic is refined and sequestered in nodes throughout a surki's body over the course of their life cycle, which is comprised of three distinct phases: larva, adult, and evolved. At each stage, surkis use their stockpiled magic to undergo a dramatic metamorphosis into their next stage of life, evolving adaptations that will help them survive in any environment. Surkis therefore vary dramatically on an individual level; each surki tells the story of their adventures and their chosen role in the environment in their unique combination of adaptations.

If you want to play a character who's exploring Golarion for the first time, with limitless adaptability and a strong tie to magic, you should play a surki.

You Might...

Others Probably...

Physical Description

Each of surkis' three life stages greatly differ. Larval surkis spend the first 10 to 100 years of their lives dormant inside their eggs, waiting to emerge when they've accumulated enough latent magic and the environmental conditions are just right. Larval surkis are roughly two feet long and grub-like with several luminescent nodes visible through their translucent flesh. Their heads are chitinous, round, and eyeless, and they navigate primarily using the ability to smell magic. Four of their six legs are small, but the front set are large, powerful digging claws that they use to tunnel through the earth and to communicate with the other larvae in their generation dig as they travel from their nest home. Once they've traveled far and accumulated enough magic, they enter a cocoon for several days, emerging as the adult form that's seen most often on the surface.

Adult surkis have a roughly bipedal form, standing on two multi-jointed limbs and having two arms that end in three-fingered claws used both for digging and for producing percussive sounds used in the Surki language. They possess two feathery antennae and two long sensory barbels that sit on either side of their mandibles. Surkis have a characteristic rounded shape with several rustbrown or orange chitinous plates along their back, and surki clothing and fashion tend to incorporate rounded shapes or belts around and under their plates. Their magical nodes are distributed throughout their bodies, clustering in the abdomen, shoulders, and each limb.

These nodes continue to accumulate magic as they age, using it to create new adaptations, often heralded by intricate, luminescent patterns in the chitin surrounding the point of change.

The final stage in surkis' life cycle is known as the evolved form, after the surki enters its grand metamorphosis. An adult surki forms a chrysalis and rapidly changes over the course of a single evening. Less physically dramatic than the shift between larva and adulthood, the evolved form brings with it profound magical abilities that resulted from a lifetime of magical absorption and refinement. Evolved surkis' nodes metamorphose into complex organs capable of projecting tangible magic to a variety of ends, from digging apparatuses made out of pure force to glowing wings that defy gravity. This final form is the ultimate expression of any surki's individuality and adaptations—a form perfectly suited to fulfill the environment they choose to inhabit or the role they wish to fill.

Society

Surki society places great importance on individuality and self-expression. Every surki is expected to find their own way of doing things, and innovation is a highly prized achievement. Surkis are also very much in touch with their environment; they place no distinction between plant and animal, recognizing that every being fills an important part of the environment. This quality has led surkis to create settlements that leave as little impact on the environment as possible, weaving silks around plants and fungi to coax them to grow into shelters and walls. Wood and other plant-based resources are seldom harvested in a manner considered traditional to most societies in Golarion. These resources are portioned out in strategically grown sections and harvested precisely enough to not kill the plant if possible.

Surki relationships are focused on complementing adaptations. Surkis are generally polyamorous and might maintain a close bond with numerous others. Surkis are a single-sex species, and while they understand concepts of gender and orientation as experienced by other ancestries, many surkis find the idea of choosing not to bond with someone based on anatomy or personal descriptions absurd. They instead choose to pursue those with personalities, talents, or adaptations that augment their own in unexpected ways, such as using woven silks to reinforce a tunnel dug through loose rock. Nevertheless, attraction in surki society is as complicated an idea as in any other, and bonded surkis will often express their feelings toward a loved one with a personal description that expresses something they value within the relationship. For example, a surki might introduce a partner as \"Who Speaks Quietly and Makes My Soil Richer.\"

Only adult surkis are capable of reproducing, which they do through parthenogenesis. Any adult surki can lay an egg when they choose, though because the process expends so much of the magic stored in their nodes, few surkis lay more than one egg every few years. Many of these eggs are kept in a protected area of the settlement, awaiting the next generation dig. When the eggs are ready, they hatch en masse, and the larva coordinate their departure, drawn to magic like a beacon tunneling through the earth and stone to find a new place to settle.

Familial life vastly differs for surkis. Eggs lain outside of a generation dig are cared for and tended by the surki \"parent\" until the grub emerges. New village grubs are typically left to their own devices, allowed to venture outside the village or even leave the community altogether. Often, village grubs find their first homes in the soil of the community farms, where they feed on the natural magic within the soil and plant life. These gardens double as schools for these grubs, as the adult and evolved surkis who tend the gardens regularly converse with the grubs, thumping and scraping out the stories of their young lives and the lessons they've learned from others. Surki grubs born early or those whose nodes don't function well are often bonded with ostillis, small amorphous symbiotes that augment the grubs' ability to absorb nutrients from magic.

Surkis choose their names when they enter adolescence. Every surki has a name referred to as their \"root\" or \"grub\" name that's produced solely with the forelimbs. Adults commonly incorporate all or part of their root name preceding their chosen name, though it isn't expected to be repeated, especially by those of other ancestries who don't possess the exoskeleton necessary to \"pronounce\" the name. The root name, while shown proudly, is considered the personal property of the surki who possesses it, and repetition of the root portion of a surki's name is considered rude by most, tantamount to theft. Surkis' chosen names typically represent a personal quality that they admire most or an achievement they take pride in. As surkis age, they might change their chosen name to better fit who they feel they've become. When surkis die, any present-tense verbs used in their names become past tense.

Sample Names

Bearer of Heavy Boulders, Weaver of Intricate Webs, With the Deftest Song, Who Shines Brightly, Whose Patterns are Bold, Whose Voice is Music

Beliefs

Surkis' connection to their environment leads them to typically worship natural deities. Their own ancient traditions identify each creature as possessing a unique spirit, with keystone species occupying a deific role within their ecosystem. Surki traditions dictate that surkis and other cultures aren't part of this spirit cycle, though with time, care, and practice, one can be accepted into it with the blessing of the environment's keystone species.

Among surki communities in Sarkoris, worship of Gozreh and Sturovenen has grown quickly. Surkis who dedicate themselves to a deity are more likely to choose one representing their own environment or the natural world as a whole. Deities whose domains include travel or change are also popular among surki devotees.

It's very important to surkis that life be allowed to follow its natural course. Death, violence, and war all have their place and purpose.

Popular Edicts

encourage others to discover their true selves, protect and nurture natural ecosystems, work with others to promote symbiotic relationships

Popular Anathema

force another to change before they're ready

Surki Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25

Attribute Boosts Constitution, Free

Languages Common, Surki, Additional languages equal to your Intelligence modifier (if positive). Choose from Elven, Fey, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Surki

Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Magiphage The various nodes throughout your body draw in latent magic from the world around you. You don't need to eat or drink unless you're in an especially magic-poor environment (such as the Mana Wastes). Choose what tradition of magic you most consumed as a larva; this type of magic has become so ingrained in your body that it changes the tradition of all surki spells and magical actions to that tradition.

Surki Heritages

Surkis emerge from their larval stage with some adaptations already in place. Though not all are the same, those represented below are among the most common. Surki heritages have multiple possible evolutions, which are accessed by taking the Grand Metamorphosis feat.

@UUID[Compendium.pf2e.heritages.Item.Breaker Surki]

@UUID[Compendium.pf2e.heritages.Item.Elytron Surki]

@UUID[Compendium.pf2e.heritages.Item.Hardshell Surki]

@UUID[Compendium.pf2e.heritages.Item.Lantern Surki]

", + "content": "

Surkis are an insectile species who subsist on the latent magic in the world around them. As a subterranean species native to the Darklands, surkis have rarely been seen on the surface, and always with long pauses between historical sightings. This is due to surkis' life cycle—long dormancies followed by so-called \"generation digs,\" as they migrate great distances in response to happenings underground. The healing of the Worldwound initiated one of the largest such digs in their history, bringing surkis up into the caverns and passages of the Sarkoris Scar and emerging onto the surface for the first time in many years. Since their emergence, several small surki settlements have been established in secluded corners of Sarkoris, voraciously cataloging the wildlife, magics, and various other inhabitants of the area as they explore the alien environment of the surface.

Rather than consuming food conventionally, surkis are filter feeders, absorbing magic from the air, soil, plants, stone, and practically any other material. This magic is refined and sequestered in nodes throughout a surki's body over the course of their life cycle, which is comprised of three distinct phases: larva, adult, and evolved. At each stage, surkis use their stockpiled magic to undergo a dramatic metamorphosis into their next stage of life, evolving adaptations that will help them survive in any environment. Surkis therefore vary dramatically on an individual level; each surki tells the story of their adventures and their chosen role in the environment in their unique combination of adaptations.

If you want to play a character who's exploring Golarion for the first time, with limitless adaptability and a strong tie to magic, you should play a surki.

You Might...

Others Probably...

Physical Description

Each of surkis' three life stages greatly differ. Larval surkis spend the first 10 to 100 years of their lives dormant inside their eggs, waiting to emerge when they've accumulated enough latent magic and the environmental conditions are just right. Larval surkis are roughly two feet long and grub-like with several luminescent nodes visible through their translucent flesh. Their heads are chitinous, round, and eyeless, and they navigate primarily using the ability to smell magic. Four of their six legs are small, but the front set are large, powerful digging claws that they use to tunnel through the earth and to communicate with the other larvae in their generation dig as they travel from their nest home. Once they've traveled far and accumulated enough magic, they enter a cocoon for several days, emerging as the adult form that's seen most often on the surface.

Adult surkis have a roughly bipedal form, standing on two multi-jointed limbs and having two arms that end in three-fingered claws used both for digging and for producing percussive sounds used in the Surki language. They possess two feathery antennae and two long sensory barbels that sit on either side of their mandibles. Surkis have a characteristic rounded shape with several rustbrown or orange chitinous plates along their back, and surki clothing and fashion tend to incorporate rounded shapes or belts around and under their plates. Their magical nodes are distributed throughout their bodies, clustering in the abdomen, shoulders, and each limb.

These nodes continue to accumulate magic as they age, using it to create new adaptations, often heralded by intricate, luminescent patterns in the chitin surrounding the point of change.

The final stage in surkis' life cycle is known as the evolved form, after the surki enters its grand metamorphosis. An adult surki forms a chrysalis and rapidly changes over the course of a single evening. Less physically dramatic than the shift between larva and adulthood, the evolved form brings with it profound magical abilities that resulted from a lifetime of magical absorption and refinement. Evolved surkis' nodes metamorphose into complex organs capable of projecting tangible magic to a variety of ends, from digging apparatuses made out of pure force to glowing wings that defy gravity. This final form is the ultimate expression of any surki's individuality and adaptations—a form perfectly suited to fulfill the environment they choose to inhabit or the role they wish to fill.

Society

Surki society places great importance on individuality and self-expression. Every surki is expected to find their own way of doing things, and innovation is a highly prized achievement. Surkis are also very much in touch with their environment; they place no distinction between plant and animal, recognizing that every being fills an important part of the environment. This quality has led surkis to create settlements that leave as little impact on the environment as possible, weaving silks around plants and fungi to coax them to grow into shelters and walls. Wood and other plant-based resources are seldom harvested in a manner considered traditional to most societies in Golarion. These resources are portioned out in strategically grown sections and harvested precisely enough to not kill the plant if possible.

Surki relationships are focused on complementing adaptations. Surkis are generally polyamorous and might maintain a close bond with numerous others. Surkis are a single-sex species, and while they understand concepts of gender and orientation as experienced by other ancestries, many surkis find the idea of choosing not to bond with someone based on anatomy or personal descriptions absurd. They instead choose to pursue those with personalities, talents, or adaptations that augment their own in unexpected ways, such as using woven silks to reinforce a tunnel dug through loose rock. Nevertheless, attraction in surki society is as complicated an idea as in any other, and bonded surkis will often express their feelings toward a loved one with a personal description that expresses something they value within the relationship. For example, a surki might introduce a partner as \"Who Speaks Quietly and Makes My Soil Richer.\"

Only adult surkis are capable of reproducing, which they do through parthenogenesis. Any adult surki can lay an egg when they choose, though because the process expends so much of the magic stored in their nodes, few surkis lay more than one egg every few years. Many of these eggs are kept in a protected area of the settlement, awaiting the next generation dig. When the eggs are ready, they hatch en masse, and the larva coordinate their departure, drawn to magic like a beacon tunneling through the earth and stone to find a new place to settle.

Familial life vastly differs for surkis. Eggs lain outside of a generation dig are cared for and tended by the surki \"parent\" until the grub emerges. New village grubs are typically left to their own devices, allowed to venture outside the village or even leave the community altogether. Often, village grubs find their first homes in the soil of the community farms, where they feed on the natural magic within the soil and plant life. These gardens double as schools for these grubs, as the adult and evolved surkis who tend the gardens regularly converse with the grubs, thumping and scraping out the stories of their young lives and the lessons they've learned from others. Surki grubs born early or those whose nodes don't function well are often bonded with ostillis, small amorphous symbiotes that augment the grubs' ability to absorb nutrients from magic.

Surkis choose their names when they enter adolescence. Every surki has a name referred to as their \"root\" or \"grub\" name that's produced solely with the forelimbs. Adults commonly incorporate all or part of their root name preceding their chosen name, though it isn't expected to be repeated, especially by those of other ancestries who don't possess the exoskeleton necessary to \"pronounce\" the name. The root name, while shown proudly, is considered the personal property of the surki who possesses it, and repetition of the root portion of a surki's name is considered rude by most, tantamount to theft. Surkis' chosen names typically represent a personal quality that they admire most or an achievement they take pride in. As surkis age, they might change their chosen name to better fit who they feel they've become. When surkis die, any present-tense verbs used in their names become past tense.

Sample Names

Bearer of Heavy Boulders, Weaver of Intricate Webs, With the Deftest Song, Who Shines Brightly, Whose Patterns are Bold, Whose Voice is Music

Beliefs

Surkis' connection to their environment leads them to typically worship natural deities. Their own ancient traditions identify each creature as possessing a unique spirit, with keystone species occupying a deific role within their ecosystem. Surki traditions dictate that surkis and other cultures aren't part of this spirit cycle, though with time, care, and practice, one can be accepted into it with the blessing of the environment's keystone species.

Among surki communities in Sarkoris, worship of Gozreh and Sturovenen has grown quickly. Surkis who dedicate themselves to a deity are more likely to choose one representing their own environment or the natural world as a whole. Deities whose domains include travel or change are also popular among surki devotees.

It's very important to surkis that life be allowed to follow its natural course. Death, violence, and war all have their place and purpose.

Popular Edicts

encourage others to discover their true selves, protect and nurture natural ecosystems, work with others to promote symbiotic relationships

Popular Anathema

force another to change before they're ready

Surki Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25

Attribute Boosts Constitution, Free

Languages Common, Surki, Additional languages equal to your Intelligence modifier (if positive). Choose from Elven, Fey, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Surki

Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Magiphage The various nodes throughout your body draw in latent magic from the world around you. You don't need to eat or drink unless you're in an especially magic-poor environment (such as the Mana Wastes). Choose what tradition of magic you most consumed as a larva; this type of magic has become so ingrained in your body that it changes the tradition of all surki spells and magical actions to that tradition.

Surki Heritages

Surkis emerge from their larval stage with some adaptations already in place. Though not all are the same, those represented below are among the most common. Surki heritages have multiple possible evolutions, which are accessed by taking the Grand Metamorphosis feat.

@UUID[Compendium.pf2e.heritages.Item.Breaker Surki]

@UUID[Compendium.pf2e.heritages.Item.Elytron Surki]

@UUID[Compendium.pf2e.heritages.Item.Hardshell Surki]

@UUID[Compendium.pf2e.heritages.Item.Lantern Surki]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -890,18 +896,18 @@ }, { "_id": "I1uEGrIhe4zLs8Ei", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Tanuki", "sort": 67172, "src": null, "system": {}, "text": { - "content": "

Tian Xia is replete with magically gifted ancestries—such as tengu, kitsune, yakshas, and yaoguai—whose powers bring them high regard and who, in turn, use their gifts for responsible ends. Tanuki aren't one of these ancestries. Instead, the shapeshifting raccoon dog–like humanoids use their powers of illusion and transformation in ways more people should: for fun! Tanuki delight in pranks and practical jokes, especially those that allow them to take the high and mighty down a notch and show them what life is like for everyone else. Where other peoples take pride in their storied histories, noble traditions, or intricate ceremonies, tanuki take pride in their simplicity and disregard for the world's many rules. Though some might claim this outlook reduces tanuki to uncouth rubes, tanuki feel it makes them more cultured; after all, one must know a rule to bend it, and one must understand a norm to break it.

That being said, their laid-back natures can cause tanuki, and others, no end of trouble. Their focus on living in the moment can often mean they're brought low by a problem they could've solved earlier with little effort. At the end of the day, tanuki rarely come out on top, and even their victories tend to be mixed with small defeats or embarrassment. A tanuki bard might save the day with the power of his music, but only because he played so off-key that bandits mistook him for a fearsome ghost. Tanuki are usually just fine with such an outcome, though. There's a truth to the world that tanuki know in their bellies: that the ups and downs of life are all just a big joke, and if everyone's going to be made a fool in the end, you might as well be the fool who gets to dance and have fun along the way! Life's a party, and tanuki intend to enjoy it as much as they can before their luck inevitably runs out.

If you want to play a character who loves to have fun—occasionally at another's or your own expense— who's always up for a party and perhaps a bit too clever for their own good, you should play a tanuki.

You Might...

Others Probably...

Physical Description

Tanuki are short humanoids who resemble bipedal raccoon dogs, usually growing between 3 and 4 feet tall. They tend to have rotund bodies, with large bellies that appear even wider due to their thick fur. A tanuki's face is likewise round, with wide-set, alert eyes outlined within a dark mask of fur. Tanuki have a single bushy tail that they take great pride in and to which they ascribe their powers. These qualities together give tanuki a strong cultural appreciation for rounded shapes over sharp angles, such as daruma dolls, circular doors, and the moon.

Tanuki often wear simple, rustic clothing, opting for plain garb over elegant frills or shining jewels. However, tanuki are known to go all-out for festivals and similar celebrations, which they see as the perfect opportunity to enjoy life to the fullest. Many tanuki make it a point to always carry a red vest and dancing towel in case an impromptu party breaks out.

Society

Tanuki know that, among the many people of Golarion, they're underdogs, possessing neither the mastery of the heavens that tengu command nor the divine favor that kitsune enjoy. All things considered, tanuki know they have to support each other, building tight communities where everyone knows each other's names. These communities tend to exist on the outskirts of villages, often in abandoned warehouses or farms or else near temples and other public buildings. When tanuki societies overlap with those of other peoples, they usually function unseen with their own codes of honor, rarely noticed by those in power.

Tanuki love celebration and will hold any number of parties for even the smallest accomplishments—a project such as building a new bridge might have a kick-off ceremony, a toast when the plans are decided, a morale lunch when the workers have assembled, a banquet upon finishing the bridge, and a festival to dance over the bridge when it opens to the public. This proclivity is sometimes brought up as a reason for why tanuki endeavors tend to take an interminably long time (with some failing spectacularly along the way), but tanuki feel that it's important to celebrate what small victories they can. Besides, the community bonds forged among the participants are as much a part of the project as the actual building itself.

Tanuki tend toward unglamorous names with functional meanings, such as those that describe a tanuki's birth order or the weather or season on the day they were born. Tanuki surnames tend to be similar, describing either their family's profession or location in a town. These conventions make tanuki names feel relatively old-fashioned, though some avant-garde tanuki give their children (or themself) a grandiose name in defiance of their traditional station.

Sample Names

Ame, Chiyo, Chosuke, Hinata, Mari, Nao, Saya, Taro, Terao, Rei, Ichiro, Jiro, Saburo, Shiro, Satsuki, Mutsu, Nanami, Hazuki

Beliefs

Tanuki count no member of the Celestial Court among their own—a fact they see as further evidence that they have to stick up for each other since there's no tanuki deity looking out for them—but they find themselves drawn toward gods such as Kofusachi, whose boisterous and compassionate approach to life they consider aspirational. Though tanuki hold deep reverence toward the moon, they tend not to worship Tsukiyo, knowing he finds loud worship agitating, and they take care to not invoke his name or imagery during harvest moon or lunar new year celebrations to ensure their cheers and belly drums don't draw his attention. Tanuki with Inner Sea cultural traditions tend to revere Cayden Cailean, seeing the blood of a tanuki in his commoner status (and drunken accomplishments), with some tanuki statues even depicting Cayden with a big belly and leaf atop his head to suggest that he was simply a tanuki in human form, tricking the Avistani even to this day.

Tanuki generally use their powers to humble the rich and snobby; at the very least, they create illusions with no more evil in their hearts than a simple joke (or a free meal taken from one who can afford it), rather than acting out of malice. However, there are some tanuki do harbor resentment, which can take root and fester in their hearts. These tanuki turn to cruel ends, known for all manner of nefarious deeds, chief among them cooking their enemies into soups or stews once they've finished tricking them.

Popular Edicts

Choose excitement over stability, let bygones be bygones, make your community laugh

Popular Anathema

Feel entitled to social status, prank one of lower means than yourself, wallow in your failures

Tanuki Mechanics

Rarity Uncommon, Tanuki are common in Minkai, the Forest of Spirits, and Goka.

Hit Points 10

Size Small

Speed 25 feet

Attribute Boosts Constitution, Charisma, Free

Attribute Flaw Wisdom

Languages Common, Tanuki

Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Elven, Fey, Gnomish, Goblin, Kitsune, Tengu, and any other languages to which you have access (such as the languages prevalent in your region)

Change Shape 1 (concentrate, polymorph, primal, tanuki) You can transform into a mundane raccoon dog, using the statistics of pest form. This is a specific raccoon dog form that's the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a tanuki heritage or ancestry feat in this form. You can remain in your raccoon dog form indefinitely, and you can shift back to your tanuki form by using this action again.

Tanuki Heritages

A tanuki's heritage reflects a unique virtue that beats in the tanuki's heart. Choose one of the following tanuki heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Ascetic Tanuki]

@UUID[Compendium.pf2e.heritages.Item.Courageous Tanuki]

@UUID[Compendium.pf2e.heritages.Item.Even-Tempered Tanuki]

@UUID[Compendium.pf2e.heritages.Item.Steadfast Tanuki]

@UUID[Compendium.pf2e.heritages.Item.Virtuous Tanuki]

", + "content": "

Tian Xia is replete with magically gifted ancestries—such as tengu, kitsune, yakshas, and yaoguai—whose powers bring them high regard and who, in turn, use their gifts for responsible ends. Tanuki aren't one of these ancestries. Instead, the shapeshifting raccoon dog–like humanoids use their powers of illusion and transformation in ways more people should: for fun! Tanuki delight in pranks and practical jokes, especially those that allow them to take the high and mighty down a notch and show them what life is like for everyone else. Where other peoples take pride in their storied histories, noble traditions, or intricate ceremonies, tanuki take pride in their simplicity and disregard for the world's many rules. Though some might claim this outlook reduces tanuki to uncouth rubes, tanuki feel it makes them more cultured; after all, one must know a rule to bend it, and one must understand a norm to break it.

That being said, their laid-back natures can cause tanuki, and others, no end of trouble. Their focus on living in the moment can often mean they're brought low by a problem they could've solved earlier with little effort. At the end of the day, tanuki rarely come out on top, and even their victories tend to be mixed with small defeats or embarrassment. A tanuki bard might save the day with the power of his music, but only because he played so off-key that bandits mistook him for a fearsome ghost. Tanuki are usually just fine with such an outcome, though. There's a truth to the world that tanuki know in their bellies: that the ups and downs of life are all just a big joke, and if everyone's going to be made a fool in the end, you might as well be the fool who gets to dance and have fun along the way! Life's a party, and tanuki intend to enjoy it as much as they can before their luck inevitably runs out.

If you want to play a character who loves to have fun—occasionally at another's or your own expense— who's always up for a party and perhaps a bit too clever for their own good, you should play a tanuki.

You Might...

Others Probably...

Physical Description

Tanuki are short humanoids who resemble bipedal raccoon dogs, usually growing between 3 and 4 feet tall. They tend to have rotund bodies, with large bellies that appear even wider due to their thick fur. A tanuki's face is likewise round, with wide-set, alert eyes outlined within a dark mask of fur. Tanuki have a single bushy tail that they take great pride in and to which they ascribe their powers. These qualities together give tanuki a strong cultural appreciation for rounded shapes over sharp angles, such as daruma dolls, circular doors, and the moon.

Tanuki often wear simple, rustic clothing, opting for plain garb over elegant frills or shining jewels. However, tanuki are known to go all-out for festivals and similar celebrations, which they see as the perfect opportunity to enjoy life to the fullest. Many tanuki make it a point to always carry a red vest and dancing towel in case an impromptu party breaks out.

Society

Tanuki know that, among the many people of Golarion, they're underdogs, possessing neither the mastery of the heavens that tengu command nor the divine favor that kitsune enjoy. All things considered, tanuki know they have to support each other, building tight communities where everyone knows each other's names. These communities tend to exist on the outskirts of villages, often in abandoned warehouses or farms or else near temples and other public buildings. When tanuki societies overlap with those of other peoples, they usually function unseen with their own codes of honor, rarely noticed by those in power.

Tanuki love celebration and will hold any number of parties for even the smallest accomplishments—a project such as building a new bridge might have a kick-off ceremony, a toast when the plans are decided, a morale lunch when the workers have assembled, a banquet upon finishing the bridge, and a festival to dance over the bridge when it opens to the public. This proclivity is sometimes brought up as a reason for why tanuki endeavors tend to take an interminably long time (with some failing spectacularly along the way), but tanuki feel that it's important to celebrate what small victories they can. Besides, the community bonds forged among the participants are as much a part of the project as the actual building itself.

Tanuki tend toward unglamorous names with functional meanings, such as those that describe a tanuki's birth order or the weather or season on the day they were born. Tanuki surnames tend to be similar, describing either their family's profession or location in a town. These conventions make tanuki names feel relatively old-fashioned, though some avant-garde tanuki give their children (or themself) a grandiose name in defiance of their traditional station.

Sample Names

Ame, Chiyo, Chosuke, Hinata, Mari, Nao, Saya, Taro, Terao, Rei, Ichiro, Jiro, Saburo, Shiro, Satsuki, Mutsu, Nanami, Hazuki

Beliefs

Tanuki count no member of the Celestial Court among their own—a fact they see as further evidence that they have to stick up for each other since there's no tanuki deity looking out for them—but they find themselves drawn toward gods such as Kofusachi, whose boisterous and compassionate approach to life they consider aspirational. Though tanuki hold deep reverence toward the moon, they tend not to worship Tsukiyo, knowing he finds loud worship agitating, and they take care to not invoke his name or imagery during harvest moon or lunar new year celebrations to ensure their cheers and belly drums don't draw his attention. Tanuki with Inner Sea cultural traditions tend to revere Cayden Cailean, seeing the blood of a tanuki in his commoner status (and drunken accomplishments), with some tanuki statues even depicting Cayden with a big belly and leaf atop his head to suggest that he was simply a tanuki in human form, tricking the Avistani even to this day.

Tanuki generally use their powers to humble the rich and snobby; at the very least, they create illusions with no more evil in their hearts than a simple joke (or a free meal taken from one who can afford it), rather than acting out of malice. However, there are some tanuki do harbor resentment, which can take root and fester in their hearts. These tanuki turn to cruel ends, known for all manner of nefarious deeds, chief among them cooking their enemies into soups or stews once they've finished tricking them.

Popular Edicts

Choose excitement over stability, let bygones be bygones, make your community laugh

Popular Anathema

Feel entitled to social status, prank one of lower means than yourself, wallow in your failures

Tanuki Mechanics

Rarity Uncommon, Tanuki are common in Minkai, the Forest of Spirits, and Goka.

Hit Points 10

Size Small

Speed 25 feet

Attribute Boosts Constitution, Charisma, Free

Attribute Flaw Wisdom

Languages Common, Tanuki

Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Elven, Fey, Gnomish, Goblin, Kitsune, Tengu, and any other languages to which you have access (such as the languages prevalent in your region)

Change Shape 1 (concentrate, polymorph, primal, tanuki) You can transform into a mundane raccoon dog, using the statistics of pest form. This is a specific raccoon dog form that's the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a tanuki heritage or ancestry feat in this form. You can remain in your raccoon dog form indefinitely, and you can shift back to your tanuki form by using this action again.

Tanuki Heritages

A tanuki's heritage reflects a unique virtue that beats in the tanuki's heart. Choose one of the following tanuki heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Ascetic Tanuki]

@UUID[Compendium.pf2e.heritages.Item.Courageous Tanuki]

@UUID[Compendium.pf2e.heritages.Item.Even-Tempered Tanuki]

@UUID[Compendium.pf2e.heritages.Item.Steadfast Tanuki]

@UUID[Compendium.pf2e.heritages.Item.Virtuous Tanuki]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -912,18 +918,18 @@ }, { "_id": "YGIwmuVOJI7uNhGM", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Tengu", "sort": 67180, "src": null, "system": {}, "text": { - "content": "

Tengu are survivalists and conversationalists, equally at home living off the wilderness and finding a niche in dense cities. They accumulate knowledge, tools, and companions, adding them to their collection as they travel.

The tengu diaspora has spread across Golarion in search of a better life, bringing their skill with blade crafting to lands far from their home. In maritime regions, tengu notably work as fishers, blacksmiths, and \"jinx eaters\"—members of ships' crews who are believed, accurately or otherwise, to absorb misfortune. Having lived in a variety of conditions and locations, tengu tend to be nonjudgmental, though their willingness to associate with lawbreakers has often led some to regard them with suspicion.

If you want to play a character hailing from a rich history of artisanship and tradition, but who happily picks up new practices as needed, you should play a tengu.

You might...

Others Probably...

Physical Description

Tengu have many avian characteristics. Their faces are tipped with sharp beaks and their scaled forearms and lower legs end in talons. As closed footwear tends to fit poorly unless custom made, many tengu wear open sandals or simply go barefoot. Tengu are rarely more than 5 feet tall, and they are even lighter than their smaller frames would suggest, as they have hollow bones. A small number of tengu have vestigial wings.

Society

The greatest divide in tengu society is between tengu remaining in their ancestral home and those who have dispersed across the world. Tengu refer to these two groups as those \"in the roost\" and those \"migrating,\" respectively. Roosted tengu tend to be more traditionalist and conservative and are especially concerned with preserving their culture in the face of years of erosion from oppression. Migrating tengu, on the other hand, voraciously absorb the culture of the various nations and settlements that they now call home.

Roosted tengu tend toward more traditional names, while migrating tengu readily absorb and repurpose the culture of those around them.

Sample Names

Arkkak, Chuko, Dolgra, Dorodara, Kakkariel, Kora, Marrak, Mossarah, Pularrka, Rarorel, Ruk, Tak-Tak, Tsukotarra

Beliefs

Tengu often follow the faith of the region in which they were raised, though the tengu ancestral deity is the storm god Hei Feng. Before their diaspora, tengu practiced a syncretic faith that blended a polytheistic worship of the deities responsible for creating the natural world. As tengu folklore posits that tengu long ago descended from the night sky on shooting stars to rest upon Golarion's highest peaks, animist rites were practiced on mountains and other great natural features.

Popular Edicts

protect tengu traditions, adopt the lessons of other cultures, seek out natural wonders

Popular Anathema

lose control of your emotions

Tengu Mechanics

Rarity Uncommon

Hit Points 6

Speed 25 feet

Size Medium

Attribute Boosts Dexterity, Free

Languages Tengu, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Halfling, Gnomish, Goblin, Fey, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Tengu

Senses Low-Light Vision

Sharp Beak With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.

Tengu Heritages

@UUID[Compendium.pf2e.heritages.Item.Dogtooth Tengu]

@UUID[Compendium.pf2e.heritages.Item.Jinxed Tengu]

@UUID[Compendium.pf2e.heritages.Item.Mountainkeeper Tengu]

@UUID[Compendium.pf2e.heritages.Item.Skyborn Tengu]

@UUID[Compendium.pf2e.heritages.Item.Stormtossed Tengu]

@UUID[Compendium.pf2e.heritages.Item.Taloned Tengu]

@UUID[Compendium.pf2e.heritages.Item.Wavediver Tengu]

", + "content": "

Tengu are survivalists and conversationalists, equally at home living off the wilderness and finding a niche in dense cities. They accumulate knowledge, tools, and companions, adding them to their collection as they travel.

The tengu diaspora has spread across Golarion in search of a better life, bringing their skill with blade crafting to lands far from their home. In maritime regions, tengu notably work as fishers, blacksmiths, and \"jinx eaters\"—members of ships' crews who are believed, accurately or otherwise, to absorb misfortune. Having lived in a variety of conditions and locations, tengu tend to be nonjudgmental, though their willingness to associate with lawbreakers has often led some to regard them with suspicion.

If you want to play a character hailing from a rich history of artisanship and tradition, but who happily picks up new practices as needed, you should play a tengu.

You might...

Others Probably...

Physical Description

Tengu have many avian characteristics. Their faces are tipped with sharp beaks and their scaled forearms and lower legs end in talons. As closed footwear tends to fit poorly unless custom made, many tengu wear open sandals or simply go barefoot. Tengu are rarely more than 5 feet tall, and they are even lighter than their smaller frames would suggest, as they have hollow bones. A small number of tengu have vestigial wings.

Society

The greatest divide in tengu society is between tengu remaining in their ancestral home and those who have dispersed across the world. Tengu refer to these two groups as those \"in the roost\" and those \"migrating,\" respectively. Roosted tengu tend to be more traditionalist and conservative and are especially concerned with preserving their culture in the face of years of erosion from oppression. Migrating tengu, on the other hand, voraciously absorb the culture of the various nations and settlements that they now call home.

Roosted tengu tend toward more traditional names, while migrating tengu readily absorb and repurpose the culture of those around them.

Sample Names

Arkkak, Chuko, Dolgra, Dorodara, Kakkariel, Kora, Marrak, Mossarah, Pularrka, Rarorel, Ruk, Tak-Tak, Tsukotarra

Beliefs

Tengu often follow the faith of the region in which they were raised, though the tengu ancestral deity is the storm god Hei Feng. Before their diaspora, tengu practiced a syncretic faith that blended a polytheistic worship of the deities responsible for creating the natural world. As tengu folklore posits that tengu long ago descended from the night sky on shooting stars to rest upon Golarion's highest peaks, animist rites were practiced on mountains and other great natural features.

Popular Edicts

protect tengu traditions, adopt the lessons of other cultures, seek out natural wonders

Popular Anathema

lose control of your emotions

Tengu Mechanics

Rarity Uncommon

Hit Points 6

Speed 25 feet

Size Medium

Attribute Boosts Dexterity, Free

Languages Tengu, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Halfling, Gnomish, Goblin, Fey, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Tengu

Senses Low-Light Vision

Sharp Beak With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.

Tengu Heritages

@UUID[Compendium.pf2e.heritages.Item.Dogtooth Tengu]

@UUID[Compendium.pf2e.heritages.Item.Jinxed Tengu]

@UUID[Compendium.pf2e.heritages.Item.Mountainkeeper Tengu]

@UUID[Compendium.pf2e.heritages.Item.Skyborn Tengu]

@UUID[Compendium.pf2e.heritages.Item.Stormtossed Tengu]

@UUID[Compendium.pf2e.heritages.Item.Taloned Tengu]

@UUID[Compendium.pf2e.heritages.Item.Wavediver Tengu]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -934,18 +940,18 @@ }, { "_id": "FhIJtKcINEe7fipX", - "category": null, + "category": "eY5gsE0P1zQxGxhk", "image": {}, "name": "Tripkee", "sort": 67184, "src": null, "system": {}, "text": { - "content": "

Tripkees are a shy and cautious people who generally seek to avoid being drawn into the affairs of others. Despite their cautious outlook and small stature, adventurous tripkees still take bold and noble action when the situation demands it.

Tripkees are reclusive treetop survivalists who harvest their homes' bounty, utilizing their canopy homes as natural fortifications against the threats posed by larger predators. Their reliance on cunning and simple tools has led to tripkees often being mischaracterized as rudimentary, though this does poor justice to their skill in the cultivation of hidden orchards and camouflaged causeways tucked away in treetop nations. Tripkees are most likely to emerge from their forest homes to trade, explore, and combat threats that would despoil the world.

If you want a character who is small in stature but large in spirit, and possesses qualities of a tree frog, you should play a tripkee.

You might...

Others Probably...

Physical Description

Tripkees resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes can afford excellent grip while climbing, while their colorful skin provides reliable camouflage that varies by their home environment—green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A tripkee grows quickly, reaching their adult size of approximately 2 feet in height about 3 years after hatching, though they're only considered adults around age 12. Tripkees rarely live beyond 60 years, though exceptional individuals occasionally live as long as a century.

Society

Tripkees lead a sophisticated hunter-gatherer lifestyle within which they reshape the landscape to suit their needs: building spillways to trap fish, seeding fruit-bearing trees, sowing cover-granting foliage for future hunts, and more techniques that often escape an agriculturist's eye. These strategies rely on community cooperation as well as dispersed populations, so tripkees commonly live in small villages, each part of a complex web of alliances and relationships. Reclusiveness has preserved tripkee lives and lifestyles for millennia, yet they increasingly find themselves threatened by ancient evils and new explorers alike.

Tripkee names often include resonant vowels and chirped consonants that remain difficult for nontripkees to vocalize properly. Tripkees that travel widely often adopt one or more names more easily replicated by their associates.

Sample Names

Aalpo'ol, Bogwynne, Ctaprak, Eegru, Gpoun, Gruoksh, Hrrauti, Iopo, Iykiki, Kyrsiik, Mhruugu, Oplugo, Quaasol, Yolkuu, Ztaal

Beliefs

Taught to wait, observe, and respect natural processes of life and death, many tripkees adopt patient attitudes. Those who take a more active role suppressing cruelty may join organizations that blend religion and philosophy, such as the tripkee fiend-keepers who absorb an unholy being into their soul to contain and eventually transform its villainy through their own virtuous acts. Nature deities like Gozreh or Erastil often earn tripkees' respect, yet communities usually prefer less prominent, more intimate divinities such as empyreal lords, psychopomp ushers, or the fey Eldest

Popular Edicts improve your part of the world without causing harm to others, practice patience whenever possible

Popular Anathema create architecture that supplants the natural world, take rash action that brings risk to your community

Tripkee Mechanics

Rarity Uncommon

Hit Points 6

Speed 25 feet

Size Small

Attribute Boosts Dexterity, Wisdom, Free

Attribute Flaw Strength

Languages Tripkee, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Boggard, Chthonian, Draconic, Elven, Fey, Iruxi, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Tripkee, Humanoid

Senses Low-Light Vision

Natural Climber You gain a +2 circumstance bonus to Athletics checks to Climb.

Tripkee Heritages

@UUID[Compendium.pf2e.heritages.Item.Poisonhide Tripkee]

@UUID[Compendium.pf2e.heritages.Item.Riverside Tripkee]

@UUID[Compendium.pf2e.heritages.Item.Snaptongue Tripkee]

@UUID[Compendium.pf2e.heritages.Item.Stickytoe Tripkee]

@UUID[Compendium.pf2e.heritages.Item.Thickskin Tripkee]

@UUID[Compendium.pf2e.heritages.Item.Windweb Tripkee]

", + "content": "

Tripkees are a shy and cautious people who generally seek to avoid being drawn into the affairs of others. Despite their cautious outlook and small stature, adventurous tripkees still take bold and noble action when the situation demands it.

Tripkees are reclusive treetop survivalists who harvest their homes' bounty, utilizing their canopy homes as natural fortifications against the threats posed by larger predators. Their reliance on cunning and simple tools has led to tripkees often being mischaracterized as rudimentary, though this does poor justice to their skill in the cultivation of hidden orchards and camouflaged causeways tucked away in treetop nations. Tripkees are most likely to emerge from their forest homes to trade, explore, and combat threats that would despoil the world.

If you want a character who is small in stature but large in spirit, and possesses qualities of a tree frog, you should play a tripkee.

You might...

Others Probably...

Physical Description

Tripkees resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes can afford excellent grip while climbing, while their colorful skin provides reliable camouflage that varies by their home environment—green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A tripkee grows quickly, reaching their adult size of approximately 2 feet in height about 3 years after hatching, though they're only considered adults around age 12. Tripkees rarely live beyond 60 years, though exceptional individuals occasionally live as long as a century.

Society

Tripkees lead a sophisticated hunter-gatherer lifestyle within which they reshape the landscape to suit their needs: building spillways to trap fish, seeding fruit-bearing trees, sowing cover-granting foliage for future hunts, and more techniques that often escape an agriculturist's eye. These strategies rely on community cooperation as well as dispersed populations, so tripkees commonly live in small villages, each part of a complex web of alliances and relationships. Reclusiveness has preserved tripkee lives and lifestyles for millennia, yet they increasingly find themselves threatened by ancient evils and new explorers alike.

Tripkee names often include resonant vowels and chirped consonants that remain difficult for nontripkees to vocalize properly. Tripkees that travel widely often adopt one or more names more easily replicated by their associates.

Sample Names

Aalpo'ol, Bogwynne, Ctaprak, Eegru, Gpoun, Gruoksh, Hrrauti, Iopo, Iykiki, Kyrsiik, Mhruugu, Oplugo, Quaasol, Yolkuu, Ztaal

Beliefs

Taught to wait, observe, and respect natural processes of life and death, many tripkees adopt patient attitudes. Those who take a more active role suppressing cruelty may join organizations that blend religion and philosophy, such as the tripkee fiend-keepers who absorb an unholy being into their soul to contain and eventually transform its villainy through their own virtuous acts. Nature deities like Gozreh or Erastil often earn tripkees' respect, yet communities usually prefer less prominent, more intimate divinities such as empyreal lords, psychopomp ushers, or the fey Eldest

Popular Edicts improve your part of the world without causing harm to others, practice patience whenever possible

Popular Anathema create architecture that supplants the natural world, take rash action that brings risk to your community

Tripkee Mechanics

Rarity Uncommon

Hit Points 6

Speed 25 feet

Size Small

Attribute Boosts Dexterity, Wisdom, Free

Attribute Flaw Strength

Languages Tripkee, Common

Additional Languages equal to your Intelligence modifier (if positive). Choose from Boggard, Chthonian, Draconic, Elven, Fey, Iruxi, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Tripkee, Humanoid

Senses Low-Light Vision

Natural Climber You gain a +2 circumstance bonus to Athletics checks to Climb.

Tripkee Heritages

@UUID[Compendium.pf2e.heritages.Item.Poisonhide Tripkee]

@UUID[Compendium.pf2e.heritages.Item.Riverside Tripkee]

@UUID[Compendium.pf2e.heritages.Item.Snaptongue Tripkee]

@UUID[Compendium.pf2e.heritages.Item.Stickytoe Tripkee]

@UUID[Compendium.pf2e.heritages.Item.Thickskin Tripkee]

@UUID[Compendium.pf2e.heritages.Item.Windweb Tripkee]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -956,18 +962,18 @@ }, { "_id": "40koksC576nYV2Tf", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Vanara", "sort": 4400000, "src": null, "system": {}, "text": { - "content": "

Vanaras are inquisitive and mischievous monkey-like humanoids with short, soft fur, expressive eyes, and long, prehensile tails. Their handlike feet and agile builds serve them well in the jungle realms where most vanaras live.

Vanaras were born of the monkey god Ragdya's ambitious folly ages ago, to spread and applaud his mischief and to serve as ba-sadhak, blessed seekers of fortune who would draw their creator's eye to the cruelly hoarded treasure of mortal lords and immortal fiends. They earned the enmity of ancient rakshasa maharajahs for their derring-do, the scorn of the naga empire for their valor, and the friendship of many rural Vudrani who viewed them as a wild folk of deep divine portent. Such is the history of vanaras and their long survival against their many foes, from within the mahajanapadas of the deep jungle lands, the mountain ghats of Vudra, and the Impossible Lands. If you want to play a character who embodies the struggle between self-betterment and self-expression, you should play a vanara.

You Might...

Others Probably...

Physical Description

Vanaras are humanoids with simian features, including a long, prehensile tail and handlike feet. They're rarely much taller than 5 feet, but they usually look smaller because of their slight, nimble builds. Vanaras are covered with a thin layer of soft fur over their entire bodies. This fur can be tan, brown, or golden and rarely has spots or stripes. The hair on a vanara's head grows thicker and more luxurious; it's easy to arrange into elaborate hairstyles, and many vanaras like to do so. This hair is nearly always of the same color as the vanara's body fur, with the exception of rare \"whitecape\" vanaras with manes of fine, pale hair, who might be born into any vanara family. Vanaras have large, expressive eyes and mouths with blunt teeth and pointed incisors. Vanaras are adults at 13 years old and usually live about 60 years.

Society

Vanaras are a varied folk who seek balance and comfort in their lives. Many are devout without being fanatics, tricksters without being malicious, daring without being foolish, and curious without being obsessive. Although aware of their deep ancestral connection to Ragdya, many vanaras feel a powerful desire to live beyond the grace of their god and his weight in their history, pursuing their own paths to enlightenment. Those vanaras who live in Vudra feel this need the most strongly, as they want to pursue virtue and self-knowledge to be fulfilled when their souls are next reborn into the world.

Although created by Ragdya, vanaras feel themselves apart from him in a way some find uncomfortable. Ragdya is the eternal trickster with supreme recklessness yet unchanging in his immortal permanence. Though most vanaras cherish Ragdya's mischief and feats of folly on religious holidays, they also know he shall never fade from this world or find himself reincarnated into forms other than that from which the vanaras were shaped. Yet, vanaras aren't so immutable. A vanara must reflect on their own impermanent nature and consider its effect on their soul and their soul's quest for enlightenment. For all the mischief and daring Ragdya might enjoy without consequence, vanaras know recklessness and harmful tricks can impede their personal pursuit of enlightenment. The drive toward mischief and spontaneity instilled within them by their creator is hard for many vanaras to overcome and can create a lifetime of internal turmoil. This source of conflict has colored their development as a people who seek balance and virtue.

Vanaras look to the legends of heroic vanaras of the past for lessons on how to live their lives. The most notable and lauded accomplishment of these legendary vanaras, that which has them known even in the most far-flung ashram in the snow-capped border mountains of Vudra, was their grand act of trickery against Ravana, the greatest of all the rakshasa immortals. Ravana had tyrannically forced many noble souls, vanara and human alike, to construct a resplendent bridge of azure stones that would cross the planes from Vudra to the rakshasa's realm. Ravana demanded that each stone be carved to display a mewling visage of the mortal who toiled to cut and shape it. Through mischief and artifice, vanaras altered the carvings so that, when assembled, they subtly displayed components of a prayer to all the Vudrani pantheon. When the bridge was finally finished and Ravana marched across it with his army of fiends in a profligate parade, the shuddering of the stones beneath their footsteps mimicked the movements of the communal prayer. Deities drawn by this display toppled the immortal maharajah, and he still blames mischief-making vanaras for this humiliation. Many vanaras thus see it as their legacy to bring shame to the wicked and powerful by means of clever tricks and communal effort.

Alignment and religion

Vanaras are tricksters who love pranks, but they temper this tendency toward mischief with good intentions and a love of their community—however they personally define that community. They're rarely agitators or troublemakers simply for the sake of causing chaos; they do so to encourage humility among the inflexible or humorless. Most vanaras are mindful of the virtues necessary to elevate their immortal souls and try to act accordingly. Vanaras are thus most likely to be neutral good.

Most vanaras live in Vudra, where they're exposed to the dizzyingly abundant array of Vudran deities. Nevertheless, devout vanaras nearly always venerate Ragdya above all others. Priests of Ragdya lead most vanara villages. Even vanaras who aren't religious might call upon Ragdya to help them make wise decisions in times of danger or for guidance when an unlucky prank has caused them trouble they're unsure how to escape. Vanaras interested in developing self-control might worship Irori instead, and regions with local vanara hero-gods or avatars might engender faithful sects of worshippers on a small scale. Some vanaras revere the evil simian hunter Lahkgya, but almost never openly, as this deity of ferocious and sudden violence is unwelcome in most vanara communities. Some communities instead make offerings to turn Lahkgya's attention from them.

Names

Newborn vanaras aren't given names other than descriptors of their infant personalities or habits, like \"Grip-Hand\" or \"Wailer.\" When they learn to speak, vanaras are given another name based on important historical or mythological figures, or they're given the name of a specific ancestor they resemble in appearance or attitude (or whom their community hopes they'll grow to resemble). The chosen name usually contains consonants or vowels the young vanara frequently uses, as vanaras don't see a lot of use in giving someone a name they can't easily pronounce.

Sample Names

Ashpaka, Chichipi, Haangeno, Hasa, Huanu, Kana, Nammem, Roprutu, Thathona, Unulu, Vivatu

Vanara Mechanics

Rarity Uncommon

Hit Points 6

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Free

Languages Common, Vanaran

Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Elven, Gnome, Infernal, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Humanoid, Vanara

Prehensile Tail You can use your long, flexible tail to perform Interact actions requiring a free hand, even if both hands are otherwise occupied. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.

Vanara Heritages

Both within and outside Vudra, vanaras have a variety of heritages. Choose one of the following vanara heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Bandaagee Vanara]

@UUID[Compendium.pf2e.heritages.Item.Lahkgyan Vanara]

@UUID[Compendium.pf2e.heritages.Item.Ragdyan Vanara]

@UUID[Compendium.pf2e.heritages.Item.Wajaghand Vanara]

", + "content": "

Vanaras are inquisitive and mischievous monkey-like humanoids with short, soft fur, expressive eyes, and long, prehensile tails. Their handlike feet and agile builds serve them well in the jungle realms where most vanaras live.

Vanaras were born of the monkey god Ragdya's ambitious folly ages ago, to spread and applaud his mischief and to serve as ba-sadhak, blessed seekers of fortune who would draw their creator's eye to the cruelly hoarded treasure of mortal lords and immortal fiends. They earned the enmity of ancient rakshasa maharajahs for their derring-do, the scorn of the naga empire for their valor, and the friendship of many rural Vudrani who viewed them as a wild folk of deep divine portent. Such is the history of vanaras and their long survival against their many foes, from within the mahajanapadas of the deep jungle lands, the mountain ghats of Vudra, and the Impossible Lands. If you want to play a character who embodies the struggle between self-betterment and self-expression, you should play a vanara.

You Might...

Others Probably...

Physical Description

Vanaras are humanoids with simian features, including a long, prehensile tail and handlike feet. They're rarely much taller than 5 feet, but they usually look smaller because of their slight, nimble builds. Vanaras are covered with a thin layer of soft fur over their entire bodies. This fur can be tan, brown, or golden and rarely has spots or stripes. The hair on a vanara's head grows thicker and more luxurious; it's easy to arrange into elaborate hairstyles, and many vanaras like to do so. This hair is nearly always of the same color as the vanara's body fur, with the exception of rare \"whitecape\" vanaras with manes of fine, pale hair, who might be born into any vanara family. Vanaras have large, expressive eyes and mouths with blunt teeth and pointed incisors. Vanaras are adults at 13 years old and usually live about 60 years.

Society

Vanaras are a varied folk who seek balance and comfort in their lives. Many are devout without being fanatics, tricksters without being malicious, daring without being foolish, and curious without being obsessive. Although aware of their deep ancestral connection to Ragdya, many vanaras feel a powerful desire to live beyond the grace of their god and his weight in their history, pursuing their own paths to enlightenment. Those vanaras who live in Vudra feel this need the most strongly, as they want to pursue virtue and self-knowledge to be fulfilled when their souls are next reborn into the world.

Although created by Ragdya, vanaras feel themselves apart from him in a way some find uncomfortable. Ragdya is the eternal trickster with supreme recklessness yet unchanging in his immortal permanence. Though most vanaras cherish Ragdya's mischief and feats of folly on religious holidays, they also know he shall never fade from this world or find himself reincarnated into forms other than that from which the vanaras were shaped. Yet, vanaras aren't so immutable. A vanara must reflect on their own impermanent nature and consider its effect on their soul and their soul's quest for enlightenment. For all the mischief and daring Ragdya might enjoy without consequence, vanaras know recklessness and harmful tricks can impede their personal pursuit of enlightenment. The drive toward mischief and spontaneity instilled within them by their creator is hard for many vanaras to overcome and can create a lifetime of internal turmoil. This source of conflict has colored their development as a people who seek balance and virtue.

Vanaras look to the legends of heroic vanaras of the past for lessons on how to live their lives. The most notable and lauded accomplishment of these legendary vanaras, that which has them known even in the most far-flung ashram in the snow-capped border mountains of Vudra, was their grand act of trickery against Ravana, the greatest of all the rakshasa immortals. Ravana had tyrannically forced many noble souls, vanara and human alike, to construct a resplendent bridge of azure stones that would cross the planes from Vudra to the rakshasa's realm. Ravana demanded that each stone be carved to display a mewling visage of the mortal who toiled to cut and shape it. Through mischief and artifice, vanaras altered the carvings so that, when assembled, they subtly displayed components of a prayer to all the Vudrani pantheon. When the bridge was finally finished and Ravana marched across it with his army of fiends in a profligate parade, the shuddering of the stones beneath their footsteps mimicked the movements of the communal prayer. Deities drawn by this display toppled the immortal maharajah, and he still blames mischief-making vanaras for this humiliation. Many vanaras thus see it as their legacy to bring shame to the wicked and powerful by means of clever tricks and communal effort.

Alignment and religion

Vanaras are tricksters who love pranks, but they temper this tendency toward mischief with good intentions and a love of their community—however they personally define that community. They're rarely agitators or troublemakers simply for the sake of causing chaos; they do so to encourage humility among the inflexible or humorless. Most vanaras are mindful of the virtues necessary to elevate their immortal souls and try to act accordingly. Vanaras are thus most likely to be neutral good.

Most vanaras live in Vudra, where they're exposed to the dizzyingly abundant array of Vudran deities. Nevertheless, devout vanaras nearly always venerate Ragdya above all others. Priests of Ragdya lead most vanara villages. Even vanaras who aren't religious might call upon Ragdya to help them make wise decisions in times of danger or for guidance when an unlucky prank has caused them trouble they're unsure how to escape. Vanaras interested in developing self-control might worship Irori instead, and regions with local vanara hero-gods or avatars might engender faithful sects of worshippers on a small scale. Some vanaras revere the evil simian hunter Lahkgya, but almost never openly, as this deity of ferocious and sudden violence is unwelcome in most vanara communities. Some communities instead make offerings to turn Lahkgya's attention from them.

Names

Newborn vanaras aren't given names other than descriptors of their infant personalities or habits, like \"Grip-Hand\" or \"Wailer.\" When they learn to speak, vanaras are given another name based on important historical or mythological figures, or they're given the name of a specific ancestor they resemble in appearance or attitude (or whom their community hopes they'll grow to resemble). The chosen name usually contains consonants or vowels the young vanara frequently uses, as vanaras don't see a lot of use in giving someone a name they can't easily pronounce.

Sample Names

Ashpaka, Chichipi, Haangeno, Hasa, Huanu, Kana, Nammem, Roprutu, Thathona, Unulu, Vivatu

Vanara Mechanics

Rarity Uncommon

Hit Points 6

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Free

Languages Common, Vanaran

Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Elven, Gnome, Infernal, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Humanoid, Vanara

Prehensile Tail You can use your long, flexible tail to perform Interact actions requiring a free hand, even if both hands are otherwise occupied. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.

Vanara Heritages

Both within and outside Vudra, vanaras have a variety of heritages. Choose one of the following vanara heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Bandaagee Vanara]

@UUID[Compendium.pf2e.heritages.Item.Lahkgyan Vanara]

@UUID[Compendium.pf2e.heritages.Item.Ragdyan Vanara]

@UUID[Compendium.pf2e.heritages.Item.Wajaghand Vanara]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -978,18 +984,18 @@ }, { "_id": "1lCAkGgIYYkczZ28", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Vishkanya", "sort": 4500000, "src": null, "system": {}, "text": { - "content": "

Vishkanyas are ophidian humanoids who carry potent venom within their blood and saliva. Largely misunderstood due to old tales of their toxicity and natural finesse, vishkanyas work to grow into more than just what stories paint them to be.

The true nature of vishkanyas' origin is a matter of debate. Some vishkanyas believe they are rejected spawn of Ravithra, which explains the animosity between vishkanyas and nagas. Others believe themselves the stolen offspring of a forgotten progenitor whose name was excised from history. Regardless, one thing is quite clear: vishkanyas are survivors. Throughout history, fear of their deadly abilities forced vishkanyas to experience subjugation, exploitation, and ostracizing. Yet through it all, they endured. Now free of chains to bind them, vishkanyas live in close-knit groups, and use their love of storytelling and the arts to keep a detailed history of their people while they determine how best to proceed in a world ripe with opportunity.

You Might...

Others Probably...

Physical Description

Vishkanyas are humanlike in appearance with ophidian features that become clear in close proximity. They are naturally tall and lithe with bright golden eyes, vertical pupils, and a forked tongue. Their small, smooth scales range from earthy tones of browns and greens to bright displays of colored patterns. Hair color is typically of darker shades, though there are occasional instances of brighter colors through parts of the hair. Vishkanyan women are usually taller than the men, though neither ever truly stops growing. As such, vishkanyas can reach heights of 7 feet or taller in old age.

Mixed vishkanya families aren't unknown. Vishkanya offspring from this background sometimes strongly resemble their non-vishkanya parent, with only a few stray tells, such as sharp canine teeth, to indicate their heritage. Vishkanyas sometimes refer to these children as \"scaleless\" or \"subtle\" but otherwise welcome them as any other among their kin, though sadly their appearance can fuel paranoia among other ancestries toward a people who are already misunderstood.

Society

Vishkanyas live in small, tight-knit communities between 50 and 100 individuals who assimilate discreetly into larger societies, with many such groups scattered within a larger area. At the head of these groups is a selection of women chosen for their wisdom and knowledge. Vishkanyas often have multiple partners, give birth in multiples, and adhere to maternal inheritances. Children are generally free to choose their occupation and the nature of their contribution to the larger community, with many vishkanyas pursuing some sort of craft or art. Some roles are burdened with the responsibility of cultural and historical record-keeping, however, and these important tasks continue across generations. Traditionally, these culturally minded vishkanyas regularly meet in secret congregations for the purpose of sharing stories, information, and resources, providing support for youth and creating advisory bodies to help make large-scale decisions for vishkanyas of a given area. The desire to preserve vishkanyan culture has kept this practice going for centuries, yet recently, some have called for more open interaction with the world in an attempt to proudly share vishkanyan culture.

Vishkanyas are often mischaracterized as indiscriminately venomous or inherently malicious by other ancestries, which has led to them having very strong concepts of their own ethnicity and their separation from those they consider \"outsiders.\" While most vishkanyas are gracious and hospitable to non-vishkanya visitors, a large stir often arises around the concept of allowing such people into their communities in a more involved capacity. Parents carefully watch any children who seem too attached to non-vishkanya friends, and talk of romance and marriage with another ancestry will inevitably provoke many a long family discussion—though not necessarily hostile ones.

Alignment and religion

Concerned mainly with the preservation of their communities, vishkanyas tend to adopt neutral alignments. Vishkanyas who take to individualistic travel to teach others about their ancestry, or simply to experience the world, might be neutral or chaotic good. The topic of faith can be quite different among vishkanyan groups, with some sticking to old vishkanyan beliefs, and some to Vudrani deities like Likha or Ashukharma. Other groups outside Vudra might embrace local gods with tenets of freedom or the arts, such as Arazni, Cayden Cailean, or Shelyn, or divinities more specific to individual pursuits.

Names

Vishkanyan names often include short vowel sounds in the middle of the name, with a large number of fricative consonants pronounced most accurately with a forked tongue. Names are often chosen from momentous events in vishkanyan history or from matters related to the maternal line of the child. When they go through significant life events, vishkanyas may choose new names for themselves, and many often do so multiple times. Each name represents an important part of the individual's story—who they were, and who they have become.

Sample Names

Ashath, Casuthis of Guiding Hands, Enysi, Izith, Othasee, Riddle of Esaviz, Salthazar, Thasi the Ragebreaker

Vishkanya Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Free

Languages Common, Vishkanya

Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Aquan, Draconic, Elven, Goblin, Undercommon, Vanaran, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Humanoid, Vishkanya

Senses Low-Light Vision

Innate Envenom See below

Vishkanya Venom

All vishkanya carry toxins in their veins, which manifest as follows.

@UUID[Compendium.pf2e.ancestryfeatures.Item.Innate Venom]

@Embed[Compendium.pf2e.ancestryfeatures.Item.IXyXCMBldrU5G60e inline]

Vishkanya Heritages

@UUID[Compendium.pf2e.heritages.Item.Elusive Vishkanya]

@UUID[Compendium.pf2e.heritages.Item.Keen-Venom Vishkanya]

@UUID[Compendium.pf2e.heritages.Item.Old-Blood Vishkanya]

@UUID[Compendium.pf2e.heritages.Item.Prismatic Vishkanya]

@UUID[Compendium.pf2e.heritages.Item.Scalekeeper Vishkanya]

@UUID[Compendium.pf2e.heritages.Item.Venom-Resistant Vishkanya]

", + "content": "

Vishkanyas are ophidian humanoids who carry potent venom within their blood and saliva. Largely misunderstood due to old tales of their toxicity and natural finesse, vishkanyas work to grow into more than just what stories paint them to be.

The true nature of vishkanyas' origin is a matter of debate. Some vishkanyas believe they are rejected spawn of Ravithra, which explains the animosity between vishkanyas and nagas. Others believe themselves the stolen offspring of a forgotten progenitor whose name was excised from history. Regardless, one thing is quite clear: vishkanyas are survivors. Throughout history, fear of their deadly abilities forced vishkanyas to experience subjugation, exploitation, and ostracizing. Yet through it all, they endured. Now free of chains to bind them, vishkanyas live in close-knit groups, and use their love of storytelling and the arts to keep a detailed history of their people while they determine how best to proceed in a world ripe with opportunity.

You Might...

Others Probably...

Physical Description

Vishkanyas are humanlike in appearance with ophidian features that become clear in close proximity. They are naturally tall and lithe with bright golden eyes, vertical pupils, and a forked tongue. Their small, smooth scales range from earthy tones of browns and greens to bright displays of colored patterns. Hair color is typically of darker shades, though there are occasional instances of brighter colors through parts of the hair. Vishkanyan women are usually taller than the men, though neither ever truly stops growing. As such, vishkanyas can reach heights of 7 feet or taller in old age.

Mixed vishkanya families aren't unknown. Vishkanya offspring from this background sometimes strongly resemble their non-vishkanya parent, with only a few stray tells, such as sharp canine teeth, to indicate their heritage. Vishkanyas sometimes refer to these children as \"scaleless\" or \"subtle\" but otherwise welcome them as any other among their kin, though sadly their appearance can fuel paranoia among other ancestries toward a people who are already misunderstood.

Society

Vishkanyas live in small, tight-knit communities between 50 and 100 individuals who assimilate discreetly into larger societies, with many such groups scattered within a larger area. At the head of these groups is a selection of women chosen for their wisdom and knowledge. Vishkanyas often have multiple partners, give birth in multiples, and adhere to maternal inheritances. Children are generally free to choose their occupation and the nature of their contribution to the larger community, with many vishkanyas pursuing some sort of craft or art. Some roles are burdened with the responsibility of cultural and historical record-keeping, however, and these important tasks continue across generations. Traditionally, these culturally minded vishkanyas regularly meet in secret congregations for the purpose of sharing stories, information, and resources, providing support for youth and creating advisory bodies to help make large-scale decisions for vishkanyas of a given area. The desire to preserve vishkanyan culture has kept this practice going for centuries, yet recently, some have called for more open interaction with the world in an attempt to proudly share vishkanyan culture.

Vishkanyas are often mischaracterized as indiscriminately venomous or inherently malicious by other ancestries, which has led to them having very strong concepts of their own ethnicity and their separation from those they consider \"outsiders.\" While most vishkanyas are gracious and hospitable to non-vishkanya visitors, a large stir often arises around the concept of allowing such people into their communities in a more involved capacity. Parents carefully watch any children who seem too attached to non-vishkanya friends, and talk of romance and marriage with another ancestry will inevitably provoke many a long family discussion—though not necessarily hostile ones.

Alignment and religion

Concerned mainly with the preservation of their communities, vishkanyas tend to adopt neutral alignments. Vishkanyas who take to individualistic travel to teach others about their ancestry, or simply to experience the world, might be neutral or chaotic good. The topic of faith can be quite different among vishkanyan groups, with some sticking to old vishkanyan beliefs, and some to Vudrani deities like Likha or Ashukharma. Other groups outside Vudra might embrace local gods with tenets of freedom or the arts, such as Arazni, Cayden Cailean, or Shelyn, or divinities more specific to individual pursuits.

Names

Vishkanyan names often include short vowel sounds in the middle of the name, with a large number of fricative consonants pronounced most accurately with a forked tongue. Names are often chosen from momentous events in vishkanyan history or from matters related to the maternal line of the child. When they go through significant life events, vishkanyas may choose new names for themselves, and many often do so multiple times. Each name represents an important part of the individual's story—who they were, and who they have become.

Sample Names

Ashath, Casuthis of Guiding Hands, Enysi, Izith, Othasee, Riddle of Esaviz, Salthazar, Thasi the Ragebreaker

Vishkanya Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Free

Languages Common, Vishkanya

Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Aquan, Draconic, Elven, Goblin, Undercommon, Vanaran, and any other languages to which you have access (such as the languages prevalent in your region)

Traits Humanoid, Vishkanya

Senses Low-Light Vision

Innate Envenom See below

Vishkanya Venom

All vishkanya carry toxins in their veins, which manifest as follows.

@UUID[Compendium.pf2e.ancestryfeatures.Item.Innate Venom]

@Embed[Compendium.pf2e.ancestryfeatures.Item.IXyXCMBldrU5G60e inline]

Vishkanya Heritages

@UUID[Compendium.pf2e.heritages.Item.Elusive Vishkanya]

@UUID[Compendium.pf2e.heritages.Item.Keen-Venom Vishkanya]

@UUID[Compendium.pf2e.heritages.Item.Old-Blood Vishkanya]

@UUID[Compendium.pf2e.heritages.Item.Prismatic Vishkanya]

@UUID[Compendium.pf2e.heritages.Item.Scalekeeper Vishkanya]

@UUID[Compendium.pf2e.heritages.Item.Venom-Resistant Vishkanya]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1000,18 +1006,18 @@ }, { "_id": "lLXEwzxawJ3Q0tpg", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Wayang", "sort": 4600000, "src": null, "system": {}, "text": { - "content": "

Wayangs are diasporic sojourners from the Netherworld where they lived and worked alongside their allies, lightweaving d'ziriaks. Both peoples shared affinities for artistic expression and spiritual introspection, inspiring each other's sensitivities to color, form, and function; they also bolstered each other's defense against rampaging dragons, oni, and undead. This idyll collapsed from divine meddling; some say when Abadar sentenced Zon-Kuthon to exile in the Netherworld, the Midnight Lord's deific presence distorted the plane into a nightmarish domain, while others accounts ascribe fiendish sources to this doom.

Whatever the reason, wayang and d'ziriak communities suffered terribly; Kuthites and velstracs colonized the Netherworld, engulfing it in religious wars of slaughter and brutality—an ongoing catastrophe that wayangs and d'ziriaks refer to as the Desecration. Despite both peoples' valorous resistance, with every generation, space and resources became scarcer. When the Age of Ashes created passageways between the Netherworld and Golarion, many wayangs sailed away for a better life.

These curious wayfarers became Tian Xia's first wayangs, who shared their skills and labor to eke out a solidarity of subsistence with Earthfall's survivors. These explorers also observed how Tian Xia's suffering souls weakened barriers to the Netherworld, whose malignant overlords absorbed the negative emotions to grow in power. While disappointments, melancholia, and other negative experiences were part and parcel of existence, the engineers of the Desecration exploited mortal emotions to oppress both the Universe and its shadow Netherworlds.

Realizing these planar interconnections, wayang leaders reached a bold conclusion: no world is free until all worlds are. To prevent the Netherworlds' colonial oppressors from harnessing mortal souls and to reclaim the darkness from its present state of malice and anguish, more wayang expeditions arrived in Tian Xia with exorcists and cursebreakers to purify paths to the Netherworld and starve its despots of spiritual power. Toward this end, wayang sages devised the Dissolution, a philosophy of drawing strength and peace from one's inner darkness. They shared their teachings discreetly with those in Tian Xia touched by darkness, instead of leaving such people to be preyed upon by velstracs and other depraved entities.

If you want to play a character who is at home in the shadows of Tian Xia's oceans and jungles, is heir to mystic and martial arts drawing upon the Netherworld's untainted power, and pursues obscure struggles against dark forces, you should play a wayang.

You Might...

Others Probably...

Physical Description

The rigors of an interplanar struggle and life on or near the seas of Tian Xia grant many wayangs wiry frames, and many carry themselves with a gravitas that belies their small stature. Despite long journeys under cloudless skies, wayangs' skin (ranging from ivory white to duskwood black) doesn't sunburn easily, a blessing attributed to the darkness's love for its children. Thick shadows flit and dance almost like a second layer of skin upon wayang bodies, sheltering them from the sun's glare. Wayangs further decorate their skin with intricate patterns of paint, which non-wayangs often misinterpret as scarification or tattoos. With concentration and training, wayangs can move their shadows independently of their body, an ability that both warriors and storytellers use to great effect, either in aiding their ambushes or illustrating their performances. Wayangs tend to grow their hair long, construct elaborate headdresses of shell and horn to hold their hair up in immaculate hairstyles, and favor long scarves or shawls over their shoulders.

Society

Wayang society encompasses many tensions between communal and individualistic behaviors. While wayangs organize themselves into collectives modeled after agrarian villages or seafaring crews where everyone has to do their part for the shared betterment, hermits and iconoclasts are also afforded special places in wayang society. While individual wayang villages or ships might look to their leaders for direction in everyday matters, these leaders in turn also look to solitary gurus and unconventional visionaries for guidance and inspiration.

The wayang political universe is composed of multiple overlapping mandalas, concentrations of influence around central charismatic and powerful figures, such as experienced chieftains, ingenious artisans, or intrepid captains. In turn, these individual concentrations cohere around yet other figures famed for righteousness or wisdom, such as sagacious teachers, virtuous princes, or masterful occultists. This approach to social power is useful for organizing diverse diasporas scattered across islands and planes; each collective practices sufficient independence to pursue their own journeys while retaining enough interdependence to respond to others' calls for help and friendship.

Wayang interactions with other communities usually take place as visiting artisans bearing handcrafted goods of precious materials and exquisite quality. Beyond their aesthetic appeal, these items also provide potent supernatural protection against fiends and undead. Despite the high demand, wayangs don't sell them, but instead offer them freely only to those blessed by shadows, such as particular sorcerer bloodlines. Wayang emissaries use these gifts to aid potential allies and strengthen them against other forces of darkness. In time, many also hope to instruct their newfound friends in the secrets of the Dissolution and call upon their strength to overcome the Desecration.

Wayang names combine Tian-Sing, Minatan, and Vudrani elements, hints to the vast distances they've traveled. Names also tend toward the allegorically evocative, alluding to the names of places, gods, ancestors, and lineages. Few wayangs named after gods adhere to those deities' teachings, however, a fact that's infuriating to etymologists and theologians. Such supernatural names are instead chosen for their prestige and power, not piety—a practical decision for outsiders seeking protection and power in an unusual land.

Sample Names

Putri Rubah Hebat, Hakim Gunung Api, Raja Ribut Hitam, Adik Musang

Beliefs

It's common for a people with such long histories of alliances and respect for community to abide respectfully within society. Wayang society also has positive perceptions toward less pragmatic individuals; many resourceful wayang explorers and artisans embrace attitudes of curiosity and free-spiritedness. Life in darkness teaches the value of skepticism while discouraging moral absolutism or extremism. Wayangs are seldom cruel, perhaps as conscious rejections of the Desecration. Though few champion great causes, many practice quiet benevolence and empathy for those also suffering from oppression or cruelty.

Wayang religion is largely syncretic, incorporating Iroran austerities of meditation and self-mastery, Sangpotshi and Pharasman metaphysics of planar transmigration, and beliefs in the Netherworld's indigenous spirits and ancestors. Gods are generally seen as tutelary spirits who can help individual supplicants gain supernatural power. In particular, many invoke Lao Shu Po, whom wayangs call Sister Mousedeer. Her cleverness and ability to outmaneuver more powerful divinities and repurpose their power proves especially inspiring to anti-colonial efforts. Ascetics seeking power and wisdom also emulate Ragdya and Diomazul. Notably, despite valuing community and civilization, few worship Abadar due to his place in condemning the Netherworld to Zon-Kuthon's debasement. Ironically, some fallen wayangs have become Kuthite adherents and now strive to capture and torment their former fellows. Popular Edicts act selflessly toward your community, make powerful allies, reject the Desecration of darkness, seek inspiration for your art Popular Anathema cause a creature unnecessary pain, make compromises in the pursuit of freedom, sell your creations without concern, talk openly about the Dissolution

Wayang Mechanics

Rarity Uncommon

Hit Points 8

Size Small

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Constitution

Languages Common, Shadowtongue, Wayang, Additional languages equal to your Intelligence modifier (if it's positive). Choose from D'ziriak, Diabolic, Minatan, Nagaji, Thalassic, Vudran, Yaksha, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Shadow, Wayang

Darkvision You can see in darkness and dim light just as well as you can see in bright light.

Wayang Heritages

Each wayang finds themself, and their shadow, drawn to a particular archetype, like a role in a performance. Choose one of the following wayang heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Shadow of the Courtier]

@UUID[Compendium.pf2e.heritages.Item.Shadow of the Hermit]

@UUID[Compendium.pf2e.heritages.Item.Shadow of the Sailor]

@UUID[Compendium.pf2e.heritages.Item.Shadow of the Smith]

@UUID[Compendium.pf2e.heritages.Item.Shadow of the Wanderer]

", + "content": "

Wayangs are diasporic sojourners from the Netherworld where they lived and worked alongside their allies, lightweaving d'ziriaks. Both peoples shared affinities for artistic expression and spiritual introspection, inspiring each other's sensitivities to color, form, and function; they also bolstered each other's defense against rampaging dragons, oni, and undead. This idyll collapsed from divine meddling; some say when Abadar sentenced Zon-Kuthon to exile in the Netherworld, the Midnight Lord's deific presence distorted the plane into a nightmarish domain, while others accounts ascribe fiendish sources to this doom.

Whatever the reason, wayang and d'ziriak communities suffered terribly; Kuthites and velstracs colonized the Netherworld, engulfing it in religious wars of slaughter and brutality—an ongoing catastrophe that wayangs and d'ziriaks refer to as the Desecration. Despite both peoples' valorous resistance, with every generation, space and resources became scarcer. When the Age of Ashes created passageways between the Netherworld and Golarion, many wayangs sailed away for a better life.

These curious wayfarers became Tian Xia's first wayangs, who shared their skills and labor to eke out a solidarity of subsistence with Earthfall's survivors. These explorers also observed how Tian Xia's suffering souls weakened barriers to the Netherworld, whose malignant overlords absorbed the negative emotions to grow in power. While disappointments, melancholia, and other negative experiences were part and parcel of existence, the engineers of the Desecration exploited mortal emotions to oppress both the Universe and its shadow Netherworlds.

Realizing these planar interconnections, wayang leaders reached a bold conclusion: no world is free until all worlds are. To prevent the Netherworlds' colonial oppressors from harnessing mortal souls and to reclaim the darkness from its present state of malice and anguish, more wayang expeditions arrived in Tian Xia with exorcists and cursebreakers to purify paths to the Netherworld and starve its despots of spiritual power. Toward this end, wayang sages devised the Dissolution, a philosophy of drawing strength and peace from one's inner darkness. They shared their teachings discreetly with those in Tian Xia touched by darkness, instead of leaving such people to be preyed upon by velstracs and other depraved entities.

If you want to play a character who is at home in the shadows of Tian Xia's oceans and jungles, is heir to mystic and martial arts drawing upon the Netherworld's untainted power, and pursues obscure struggles against dark forces, you should play a wayang.

You Might...

Others Probably...

Physical Description

The rigors of an interplanar struggle and life on or near the seas of Tian Xia grant many wayangs wiry frames, and many carry themselves with a gravitas that belies their small stature. Despite long journeys under cloudless skies, wayangs' skin (ranging from ivory white to duskwood black) doesn't sunburn easily, a blessing attributed to the darkness's love for its children. Thick shadows flit and dance almost like a second layer of skin upon wayang bodies, sheltering them from the sun's glare. Wayangs further decorate their skin with intricate patterns of paint, which non-wayangs often misinterpret as scarification or tattoos. With concentration and training, wayangs can move their shadows independently of their body, an ability that both warriors and storytellers use to great effect, either in aiding their ambushes or illustrating their performances. Wayangs tend to grow their hair long, construct elaborate headdresses of shell and horn to hold their hair up in immaculate hairstyles, and favor long scarves or shawls over their shoulders.

Society

Wayang society encompasses many tensions between communal and individualistic behaviors. While wayangs organize themselves into collectives modeled after agrarian villages or seafaring crews where everyone has to do their part for the shared betterment, hermits and iconoclasts are also afforded special places in wayang society. While individual wayang villages or ships might look to their leaders for direction in everyday matters, these leaders in turn also look to solitary gurus and unconventional visionaries for guidance and inspiration.

The wayang political universe is composed of multiple overlapping mandalas, concentrations of influence around central charismatic and powerful figures, such as experienced chieftains, ingenious artisans, or intrepid captains. In turn, these individual concentrations cohere around yet other figures famed for righteousness or wisdom, such as sagacious teachers, virtuous princes, or masterful occultists. This approach to social power is useful for organizing diverse diasporas scattered across islands and planes; each collective practices sufficient independence to pursue their own journeys while retaining enough interdependence to respond to others' calls for help and friendship.

Wayang interactions with other communities usually take place as visiting artisans bearing handcrafted goods of precious materials and exquisite quality. Beyond their aesthetic appeal, these items also provide potent supernatural protection against fiends and undead. Despite the high demand, wayangs don't sell them, but instead offer them freely only to those blessed by shadows, such as particular sorcerer bloodlines. Wayang emissaries use these gifts to aid potential allies and strengthen them against other forces of darkness. In time, many also hope to instruct their newfound friends in the secrets of the Dissolution and call upon their strength to overcome the Desecration.

Wayang names combine Tian-Sing, Minatan, and Vudrani elements, hints to the vast distances they've traveled. Names also tend toward the allegorically evocative, alluding to the names of places, gods, ancestors, and lineages. Few wayangs named after gods adhere to those deities' teachings, however, a fact that's infuriating to etymologists and theologians. Such supernatural names are instead chosen for their prestige and power, not piety—a practical decision for outsiders seeking protection and power in an unusual land.

Sample Names

Putri Rubah Hebat, Hakim Gunung Api, Raja Ribut Hitam, Adik Musang

Beliefs

It's common for a people with such long histories of alliances and respect for community to abide respectfully within society. Wayang society also has positive perceptions toward less pragmatic individuals; many resourceful wayang explorers and artisans embrace attitudes of curiosity and free-spiritedness. Life in darkness teaches the value of skepticism while discouraging moral absolutism or extremism. Wayangs are seldom cruel, perhaps as conscious rejections of the Desecration. Though few champion great causes, many practice quiet benevolence and empathy for those also suffering from oppression or cruelty.

Wayang religion is largely syncretic, incorporating Iroran austerities of meditation and self-mastery, Sangpotshi and Pharasman metaphysics of planar transmigration, and beliefs in the Netherworld's indigenous spirits and ancestors. Gods are generally seen as tutelary spirits who can help individual supplicants gain supernatural power. In particular, many invoke Lao Shu Po, whom wayangs call Sister Mousedeer. Her cleverness and ability to outmaneuver more powerful divinities and repurpose their power proves especially inspiring to anti-colonial efforts. Ascetics seeking power and wisdom also emulate Ragdya and Diomazul. Notably, despite valuing community and civilization, few worship Abadar due to his place in condemning the Netherworld to Zon-Kuthon's debasement. Ironically, some fallen wayangs have become Kuthite adherents and now strive to capture and torment their former fellows. Popular Edicts act selflessly toward your community, make powerful allies, reject the Desecration of darkness, seek inspiration for your art Popular Anathema cause a creature unnecessary pain, make compromises in the pursuit of freedom, sell your creations without concern, talk openly about the Dissolution

Wayang Mechanics

Rarity Uncommon

Hit Points 8

Size Small

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Constitution

Languages Common, Shadowtongue, Wayang, Additional languages equal to your Intelligence modifier (if it's positive). Choose from D'ziriak, Diabolic, Minatan, Nagaji, Thalassic, Vudran, Yaksha, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Shadow, Wayang

Darkvision You can see in darkness and dim light just as well as you can see in bright light.

Wayang Heritages

Each wayang finds themself, and their shadow, drawn to a particular archetype, like a role in a performance. Choose one of the following wayang heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Shadow of the Courtier]

@UUID[Compendium.pf2e.heritages.Item.Shadow of the Hermit]

@UUID[Compendium.pf2e.heritages.Item.Shadow of the Sailor]

@UUID[Compendium.pf2e.heritages.Item.Shadow of the Smith]

@UUID[Compendium.pf2e.heritages.Item.Shadow of the Wanderer]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1022,18 +1028,18 @@ }, { "_id": "f6IU2EGcJUzVZ4nD", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Yaksha", "sort": 4700000, "src": null, "system": {}, "text": { - "content": "

Away from shining citadels and opulent palaces, reticent yakshas shelter Tian Xia's rural hinterlands from natural disasters and otherworldly depredations. Famed for resolute vows and prowess with primal magic, yakshas shield the indigent and protect the wilderness, punishing those who threaten either with bone-crushing fury. Yaksha legends recall their origins as divine spirits, overseeing the safety of roads and abodes in a primeval world of vast storm forests and titanic flame floods—the First World, a realm of boundless potentiality. During the Great Abandonment, when the gods left the First World, many yakshas rejected this exodus, instead staying to perform their duties as caretakers. Despite the realm's sudden dearth of divine power, the remaining yakshas swore primordial vows, allowing them to channel power from the nearby Creation's Forge into primal magic and transform swathes of the metamorphic First World into stable regions to provide refuge for destitute fey.

Yakshas faced great hostility in the First World; their sheltering of impoverished fey didn't garner sympathy but instead drew scorn from others. Affronted fey aristocrats saw yaksha sanctuaries as a challenge to their authority, and the stolid plainness of yaksha domains offended the fey's aesthetic sensitivities. Thus, yaksha communities increasingly became targets and, at some uncertain time, were banished to the Universe. Some of these exiles came to settle in obscurity amid Tian Xia's forests, a fact that planar scholars record as a tragedy. After all, if these yakshas had left alongside the gods earlier, they would surely enjoy greater prominence and privilege on Golarion.

Yet most yakshas spurn such sentiments, instead expressing quiet pride in fulfilling their vows where even the gods failed. Yakshas view their departure not as a dereliction, but an execution of duty. Their histories claim this egress paved the way for other persecuted fey to escape, and thus their relocation aligned with their obligations. Many yakshas still enjoy amicable relations with fey emigrants, protecting them and their descendants from First World pursuers. Just as many wander bucolic back roads and shadowy swamps, guiding lost travelers, repairing flood-torn bridges, or simply nurturing the green, growing earth—a fundamental pillar of the land. Such stalwart custodianship has earned the reclusive yakshas a reputation for being hospitable, if enigmatic, guardians of the wild.

If you want to play a character who's a guardian spirit and has complex relationships with gods and fiends alike, swears primordial vows to uphold noble duties, and acts on behalf of the humble and forgotten, you should play a yaksha.

You Might...

Others Probably...

Physical Description

Yakshas aren't born flesh-and-blood into the world. Instead, these guardian spirits occasionally manifest when two conditions are met: a surfeit of positive emotions must exist within an untamed area, and a great need for protection must arise within this land. When both conditions are met, yakshas might appear to answer common folk's prayers and protect the beleaguered land.

Yakshas often appear as humans with strikingly distinctive physiques; while some stand around 7 feet with powerfully muscled statures, others boast robust portliness and stand no more than 4 feet. All possess luxurious, banyan-like manes of hair that they bind in topknots or under headscarves. The primal power of yaksha vows can sustain them for a thousand years. Ironically, due to perilous nature of their vows, few yakshas live more than a century.

Society

Most yakshas eschew pomp and disregard civilization's excesses. Instead, they gather in provincial sects or assimilate among borderland peoples. While some of the First World's yakshas reigned from kingly temple-cities, Tian Xia's yakshas discourage such grandiosity. Contemporary yakshas attribute love of lucre and prestige as temptations that led some of their number to join the Great Abandonment. Gathering in large numbers also attracted the wrath of the cruel. When the First World's yakshas sheltered weaker fey within their temple-cities, offended fey gentry launched war after war upon them. Thus, most yakshas keep to the margins of society today and do what they can to help the world around them. Where the poor and humble can be found, yakshas might also dwell to serve as protectors or avengers, enshrined in the lowborn's forlorn hopes and desperate wishes.

Yakshas choose names reflecting their nearby communities' cultural influences. They often pick personal epithets as they swear their primordial vows, representing qualities or natural phenomena they aspire to embody. For example, a pacifistic warrior of the Valashmai Jungle might pick Ahimsaka, a name denoting nonviolence; a Minkaian sorcerer might name themself Osugi after a splendid tree. Names inspired by traditional idioms are also popular; yakshas often truncate such formulaic expressions to create terse, allegorically dense names.

Sample Names

Ahimsaka, Fanren Meng, Hariti, Iryoku, Janavasbha, KyojuYasha, Mahavana, Osugi, Pattana, Tataka, Wu Shizhi

Beliefs

As guardian spirits, many yakshas are drawn toward benevolence. Their existence advocates adhering to vows and emphasizes empathy and service, which nurtures compassion. Few, though, are both kind and disciplined; witnessing divine desertion and imperial injustice has caused yakshas to doubt the efficacy and fairness of a hierarchal society, and such skepticism makes it hard for them to feel impartial about such communities. It isn't unheard of for yakshas to act recklessly and without consideration for their vows. Wildhaired, ferocious yakshas have been known to devour entire taboo-violating villages, and Iroran stories mention forest monastics taming such marauding yakshas to lead them upon the path of repentance and enlightenment.

The popularity of Iroran teachings among otherwise religion-averse yakshas gives these stories credence. Irori's lessons of self-mastery sit easily alongside yaksha discipline, and Irori's mortal origins helps temper yakshas' typical disdain for divinity. Yamatsumi's worship is also not uncommon, though yaksha adherents often couch prayers as respectful requests to a more powerful sibling rather than supplications to a superior. While yakshas stridently oppose Lady Nanbyo's calamitous doctrines, they reserve their greatest antipathy for other god-spurning beings, and they relentlessly battle the cults of rakshasa immortals and asura ranas.

Popular Edicts

guide the lost and weary, provide refuge to the weak and downtrodden, swear primordial vows

Popular Anathema

break a vow, gorge yourself on the extravagance of civilization

Yaksha Mechanics

Rarity Rare

Hit Points 8

Size Medium

Attribute Boosts Constitution, Charisma, Free

Attribute Flaws Intelligence

Languages Common, Fey, Yaksha, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Empyrean, Diabolic, Nagaji, Tang, Tengu, Vudran, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Spirit, Yaksha

Low-Light Vision You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.

Yaksha Heritages

Yaksha heritages are based on their primordial vows to defend peoples and places; yakshas instinctively become aware of these primordial pledges established by their earlier-arriving kin. Swearing such a vow completes a yaksha's translation from the First World to the Universe. As an individual yaksha binds themself to guardianship, the vow renders permanent physical and spiritual transformations that manifest as yaksha heritages.

All yaksha heritages come with one or more additional edicts or anathema. Unlike the popular edicts above, you must add the edicts from a heritage to your character. If you repeatedly ignore these precepts, you lose your abilities from your yaksha heritage and any magical abilities from your ancestry. These can be regained only if you demonstrate your repentance with an atone ritual. Choose one of the following yaksha heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Deny Lady Nanbyo's Charity]

@UUID[Compendium.pf2e.heritages.Item.Deny the Firstborn Pursuit]

@UUID[Compendium.pf2e.heritages.Item.Deny the Traitor's Rebirth]

@UUID[Compendium.pf2e.heritages.Item.Respite of a Thousand Roofs]

@UUID[Compendium.pf2e.heritages.Item.Respite of Cloudless Paths]

@UUID[Compendium.pf2e.heritages.Item.Respite of Loam and Leaf]

", + "content": "

Away from shining citadels and opulent palaces, reticent yakshas shelter Tian Xia's rural hinterlands from natural disasters and otherworldly depredations. Famed for resolute vows and prowess with primal magic, yakshas shield the indigent and protect the wilderness, punishing those who threaten either with bone-crushing fury. Yaksha legends recall their origins as divine spirits, overseeing the safety of roads and abodes in a primeval world of vast storm forests and titanic flame floods—the First World, a realm of boundless potentiality. During the Great Abandonment, when the gods left the First World, many yakshas rejected this exodus, instead staying to perform their duties as caretakers. Despite the realm's sudden dearth of divine power, the remaining yakshas swore primordial vows, allowing them to channel power from the nearby Creation's Forge into primal magic and transform swathes of the metamorphic First World into stable regions to provide refuge for destitute fey.

Yakshas faced great hostility in the First World; their sheltering of impoverished fey didn't garner sympathy but instead drew scorn from others. Affronted fey aristocrats saw yaksha sanctuaries as a challenge to their authority, and the stolid plainness of yaksha domains offended the fey's aesthetic sensitivities. Thus, yaksha communities increasingly became targets and, at some uncertain time, were banished to the Universe. Some of these exiles came to settle in obscurity amid Tian Xia's forests, a fact that planar scholars record as a tragedy. After all, if these yakshas had left alongside the gods earlier, they would surely enjoy greater prominence and privilege on Golarion.

Yet most yakshas spurn such sentiments, instead expressing quiet pride in fulfilling their vows where even the gods failed. Yakshas view their departure not as a dereliction, but an execution of duty. Their histories claim this egress paved the way for other persecuted fey to escape, and thus their relocation aligned with their obligations. Many yakshas still enjoy amicable relations with fey emigrants, protecting them and their descendants from First World pursuers. Just as many wander bucolic back roads and shadowy swamps, guiding lost travelers, repairing flood-torn bridges, or simply nurturing the green, growing earth—a fundamental pillar of the land. Such stalwart custodianship has earned the reclusive yakshas a reputation for being hospitable, if enigmatic, guardians of the wild.

If you want to play a character who's a guardian spirit and has complex relationships with gods and fiends alike, swears primordial vows to uphold noble duties, and acts on behalf of the humble and forgotten, you should play a yaksha.

You Might...

Others Probably...

Physical Description

Yakshas aren't born flesh-and-blood into the world. Instead, these guardian spirits occasionally manifest when two conditions are met: a surfeit of positive emotions must exist within an untamed area, and a great need for protection must arise within this land. When both conditions are met, yakshas might appear to answer common folk's prayers and protect the beleaguered land.

Yakshas often appear as humans with strikingly distinctive physiques; while some stand around 7 feet with powerfully muscled statures, others boast robust portliness and stand no more than 4 feet. All possess luxurious, banyan-like manes of hair that they bind in topknots or under headscarves. The primal power of yaksha vows can sustain them for a thousand years. Ironically, due to perilous nature of their vows, few yakshas live more than a century.

Society

Most yakshas eschew pomp and disregard civilization's excesses. Instead, they gather in provincial sects or assimilate among borderland peoples. While some of the First World's yakshas reigned from kingly temple-cities, Tian Xia's yakshas discourage such grandiosity. Contemporary yakshas attribute love of lucre and prestige as temptations that led some of their number to join the Great Abandonment. Gathering in large numbers also attracted the wrath of the cruel. When the First World's yakshas sheltered weaker fey within their temple-cities, offended fey gentry launched war after war upon them. Thus, most yakshas keep to the margins of society today and do what they can to help the world around them. Where the poor and humble can be found, yakshas might also dwell to serve as protectors or avengers, enshrined in the lowborn's forlorn hopes and desperate wishes.

Yakshas choose names reflecting their nearby communities' cultural influences. They often pick personal epithets as they swear their primordial vows, representing qualities or natural phenomena they aspire to embody. For example, a pacifistic warrior of the Valashmai Jungle might pick Ahimsaka, a name denoting nonviolence; a Minkaian sorcerer might name themself Osugi after a splendid tree. Names inspired by traditional idioms are also popular; yakshas often truncate such formulaic expressions to create terse, allegorically dense names.

Sample Names

Ahimsaka, Fanren Meng, Hariti, Iryoku, Janavasbha, KyojuYasha, Mahavana, Osugi, Pattana, Tataka, Wu Shizhi

Beliefs

As guardian spirits, many yakshas are drawn toward benevolence. Their existence advocates adhering to vows and emphasizes empathy and service, which nurtures compassion. Few, though, are both kind and disciplined; witnessing divine desertion and imperial injustice has caused yakshas to doubt the efficacy and fairness of a hierarchal society, and such skepticism makes it hard for them to feel impartial about such communities. It isn't unheard of for yakshas to act recklessly and without consideration for their vows. Wildhaired, ferocious yakshas have been known to devour entire taboo-violating villages, and Iroran stories mention forest monastics taming such marauding yakshas to lead them upon the path of repentance and enlightenment.

The popularity of Iroran teachings among otherwise religion-averse yakshas gives these stories credence. Irori's lessons of self-mastery sit easily alongside yaksha discipline, and Irori's mortal origins helps temper yakshas' typical disdain for divinity. Yamatsumi's worship is also not uncommon, though yaksha adherents often couch prayers as respectful requests to a more powerful sibling rather than supplications to a superior. While yakshas stridently oppose Lady Nanbyo's calamitous doctrines, they reserve their greatest antipathy for other god-spurning beings, and they relentlessly battle the cults of rakshasa immortals and asura ranas.

Popular Edicts

guide the lost and weary, provide refuge to the weak and downtrodden, swear primordial vows

Popular Anathema

break a vow, gorge yourself on the extravagance of civilization

Yaksha Mechanics

Rarity Rare

Hit Points 8

Size Medium

Attribute Boosts Constitution, Charisma, Free

Attribute Flaws Intelligence

Languages Common, Fey, Yaksha, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Empyrean, Diabolic, Nagaji, Tang, Tengu, Vudran, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Spirit, Yaksha

Low-Light Vision You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.

Yaksha Heritages

Yaksha heritages are based on their primordial vows to defend peoples and places; yakshas instinctively become aware of these primordial pledges established by their earlier-arriving kin. Swearing such a vow completes a yaksha's translation from the First World to the Universe. As an individual yaksha binds themself to guardianship, the vow renders permanent physical and spiritual transformations that manifest as yaksha heritages.

All yaksha heritages come with one or more additional edicts or anathema. Unlike the popular edicts above, you must add the edicts from a heritage to your character. If you repeatedly ignore these precepts, you lose your abilities from your yaksha heritage and any magical abilities from your ancestry. These can be regained only if you demonstrate your repentance with an atone ritual. Choose one of the following yaksha heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Deny Lady Nanbyo's Charity]

@UUID[Compendium.pf2e.heritages.Item.Deny the Firstborn Pursuit]

@UUID[Compendium.pf2e.heritages.Item.Deny the Traitor's Rebirth]

@UUID[Compendium.pf2e.heritages.Item.Respite of a Thousand Roofs]

@UUID[Compendium.pf2e.heritages.Item.Respite of Cloudless Paths]

@UUID[Compendium.pf2e.heritages.Item.Respite of Loam and Leaf]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1044,18 +1050,18 @@ }, { "_id": "OlqTCYZK9sBDeuKf", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Yaoguai", "sort": 4800000, "src": null, "system": {}, "text": { - "content": "

Yaoguai usually begin as simple animals, plants, or objects before finding a way to awaken to sapience, becoming strange shapeshifting creatures in the process. Often originating from an infusion of ambient energy into their original form, yaoguai attain their powers through training their innate magic. Taking care not to expose their true appearance and nature, yaoguai of the same origins or species sometimes form enclaves in which they dedicate their lives to honing their powers or engaging in hedonistic pursuits—though the two aren't mutually exclusive. Yaoguai who lack a solid community, meanwhile, feel compelled to cultivate themselves until they transcend their origin, which might allow them to join society and experience a new kind of freedom.

Sometimes, extraplanar beings or humanoids are transformed into yaoguai by rituals, arcane mishaps, or sheer coincidence. For some, this occurrence was their heart's desire, though others see their transformation as divine punishment for a misdeed they committed. For those wishing to change back, a long journey of atonement or discovery lies ahead, while those who accept their new forms seek ways to solidify their control over these innate gifts and amass power.

If you want to play a character who seeks to change themself fundamentally through power, experience, or transcendence, you should play a yaoguai.

You Might...

Others Probably...

Physical Description

A yaoguai's original form can be virtually anything. It's faster to conclude that if something exists, so long as it basks in the perfect conditions for enough time—usually on the scale of thousands of years—it might just become a yaoguai. Yaoguai inherit a wide range of features based on their pre-awakened form; a yaoguai born of animals might have fur or pointed ears; one derived from an object might have stone- or metal-like skin. Due to their wild appearances, many adventuring yaoguai travel by night, which invites suspicion. Thus, shapeshifting into a humanoid form is one of the many arts yaoguai practice meticulously, even if all they can achieve is a form that retains many of their yaoguai features. Some yaoguai prefer such a form. Perhaps they're confident that they have nothing to hide or they like the ease of access to their yaoguai powers in this incomplete form. Others aim to perfect their humanoid form until they become indistinguishable from any other humanoid creature. Many yaoguai are born adults, though their humanoid forms can be of any apparent age. The average life span of yaoguai, in general, is often a reflection of their power. The most powerful yaoguai can easily challenge the life span of dragons, living up to several thousand years, if not becoming agelessly immortal. Rumors abound, therefore, that yaoguai might have ruled much of Tian Xia once upon a time.

Society

Roughly three types of yaoguai exist: those who stick with other yaoguai, those who hop in and out of non-yaoguai societies, and those who live among other societies in disguise. Yaoguai who keep to themselves might be solitary with a small number of associates who live a good distance away. Yaoguai of similar origins might share a domicile and consider themselves part of a found family, with the most senior member acting as the parental or older sibling figure. Some groups have more of a master-student or ruler-retainer dynamic, particularly if the leading yaoguai is significantly more powerful.

Yaoguai who dip in and out of other cultures are often tricksters who prank the communities they frequent. As bothersome and malicious activity draws attention, most yaoguai groups wisely keep their pranks helpful or tasteful to ensure their longevity. The pranks in such cases might consist of completing tasks or punching up at a local despot. Unfortunately, there are always powerful entities willing to sponsor yaoguai with evil intent, which such yaoguai take as permission to rob and attack settlements without abandon. These infamous stories are the reason why yaoguai bounty hunting is a booming industry in Tian Xia and why yaoguai who live in non-yaoguai communities go to extreme lengths to keep a low profile. Often, these yaoguai live by themselves, in pairs, or in trios at most, as they fear numbers might betray their safety.

Yaoguai who spontaneously come to be typically pick their own name, which might cheekily refer to their natural form. Other yaoguai gain a name by what others call them, often a nickname that stems from a specific ability, physical trait, or a particular event or action that made them known. These naming schemes can feel like a trap for many yaoguai, however, as it accentuates their yaoguai nature rather than their experience or personality. Being bestowed a name that is unrelated to being yaoguai, or is uniquely theirs, identifies them as an individual and is a considerable honor for many, even more than titles or wealth. For some, restoring a lost or disgraced name is the desired equivalent.

Sample Names

\"Lamplight\" Deng (lamp), Geomi (spider), Mindeulle (dandelion), Qing Yeliu (green snake), Qiu Haitang (pogonia), Sekiko (stone)

Beliefs

There's the misconception that yaoguai are wicked by nature, no matter their intent or actions. This is far from the truth, especially with regard to yaoguai who live among humanoid communities or seek to transcend their being. Most yaoguai can be as heroic as any other of Tian Xia's wandering adventurers. If a yaoguai came from an established yaoguai community, they might lean toward pragmatism, though there are also a few reckless tricksters. Yaoguai who spent much of their formative years by themselves or with a very small group of compatriots are often impulsive unless they follow a cultivation school or philosophy that demands otherwise. Some yaoguai are particularly susceptible to the influence of their environment and peers, meaning they change their opinions more easily and rapidly than other ancestries.

Various yaoguai enclaves revere Shizuru and Tsukiyo, as it's believed that the power of sunlight and moonlight grants most yaoguai their awakening. Qi Zhong is often cited and worshipped as the guiding teacher of the first yaoguai who ascended to divinity, Sun Wukong. Though Sun Wukong ascended through dubiously ethical methods, nearly all yaoguai know of his tales and exploits, even if the Monkey King isn't a particularly popular subject of worship.

Popular Edicts

discover your name, leave a good impression wherever you go, seek ways to cultivate your power and transcend your nature

Popular Anathema

accept the limitations placed upon you, defy the laws of your enclave, dismiss an opportunity for growth

Yaoguai Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Charisma, Constitution, Free

Attribute Flaw Intelligence

Languages Common, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Draconic, Elven, Fey, Kitsune, Naga, Sakvroth, Tengu, Ysoki, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Yaoguai

Change Shape (concentrate, occult, polymorph, yaoguai) You transform to or from your true yaoguai form into a humanoid alternate form, which is a common Medium humanoid ancestry prevalent where you were born (typically human). This form is the same apparent age and body type as your yaoguai form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You can remain in your humanoid form indefinitely, but you revert to your yaoguai form after 1 hour of unconsciousness or 1 minute after death.

Yaoguai Heritages

Yaoguai literally come in all shapes. The entity you were before awakening as a yaoguai determines your origin. Choose one of the following yaoguai heritages at 1st level. You gain the benefits for a form only while in that form.

If you're a yaoguai with a versatile heritage, you still select a yaoguai heritage to inform your character's story, but you don't gain any of its mechanical effects. You can take the Awakened Yaoguai Heritage feat to gain these effects and qualify for feats that require a specific heritage.

@UUID[Compendium.pf2e.heritages.Item.Born of Animal]

@UUID[Compendium.pf2e.heritages.Item.Born of Celestial]

@UUID[Compendium.pf2e.heritages.Item.Born of Elements]

@UUID[Compendium.pf2e.heritages.Item.Born of Item]

@UUID[Compendium.pf2e.heritages.Item.Born of Vegetation]

", + "content": "

Yaoguai usually begin as simple animals, plants, or objects before finding a way to awaken to sapience, becoming strange shapeshifting creatures in the process. Often originating from an infusion of ambient energy into their original form, yaoguai attain their powers through training their innate magic. Taking care not to expose their true appearance and nature, yaoguai of the same origins or species sometimes form enclaves in which they dedicate their lives to honing their powers or engaging in hedonistic pursuits—though the two aren't mutually exclusive. Yaoguai who lack a solid community, meanwhile, feel compelled to cultivate themselves until they transcend their origin, which might allow them to join society and experience a new kind of freedom.

Sometimes, extraplanar beings or humanoids are transformed into yaoguai by rituals, arcane mishaps, or sheer coincidence. For some, this occurrence was their heart's desire, though others see their transformation as divine punishment for a misdeed they committed. For those wishing to change back, a long journey of atonement or discovery lies ahead, while those who accept their new forms seek ways to solidify their control over these innate gifts and amass power.

If you want to play a character who seeks to change themself fundamentally through power, experience, or transcendence, you should play a yaoguai.

You Might...

Others Probably...

Physical Description

A yaoguai's original form can be virtually anything. It's faster to conclude that if something exists, so long as it basks in the perfect conditions for enough time—usually on the scale of thousands of years—it might just become a yaoguai. Yaoguai inherit a wide range of features based on their pre-awakened form; a yaoguai born of animals might have fur or pointed ears; one derived from an object might have stone- or metal-like skin. Due to their wild appearances, many adventuring yaoguai travel by night, which invites suspicion. Thus, shapeshifting into a humanoid form is one of the many arts yaoguai practice meticulously, even if all they can achieve is a form that retains many of their yaoguai features. Some yaoguai prefer such a form. Perhaps they're confident that they have nothing to hide or they like the ease of access to their yaoguai powers in this incomplete form. Others aim to perfect their humanoid form until they become indistinguishable from any other humanoid creature. Many yaoguai are born adults, though their humanoid forms can be of any apparent age. The average life span of yaoguai, in general, is often a reflection of their power. The most powerful yaoguai can easily challenge the life span of dragons, living up to several thousand years, if not becoming agelessly immortal. Rumors abound, therefore, that yaoguai might have ruled much of Tian Xia once upon a time.

Society

Roughly three types of yaoguai exist: those who stick with other yaoguai, those who hop in and out of non-yaoguai societies, and those who live among other societies in disguise. Yaoguai who keep to themselves might be solitary with a small number of associates who live a good distance away. Yaoguai of similar origins might share a domicile and consider themselves part of a found family, with the most senior member acting as the parental or older sibling figure. Some groups have more of a master-student or ruler-retainer dynamic, particularly if the leading yaoguai is significantly more powerful.

Yaoguai who dip in and out of other cultures are often tricksters who prank the communities they frequent. As bothersome and malicious activity draws attention, most yaoguai groups wisely keep their pranks helpful or tasteful to ensure their longevity. The pranks in such cases might consist of completing tasks or punching up at a local despot. Unfortunately, there are always powerful entities willing to sponsor yaoguai with evil intent, which such yaoguai take as permission to rob and attack settlements without abandon. These infamous stories are the reason why yaoguai bounty hunting is a booming industry in Tian Xia and why yaoguai who live in non-yaoguai communities go to extreme lengths to keep a low profile. Often, these yaoguai live by themselves, in pairs, or in trios at most, as they fear numbers might betray their safety.

Yaoguai who spontaneously come to be typically pick their own name, which might cheekily refer to their natural form. Other yaoguai gain a name by what others call them, often a nickname that stems from a specific ability, physical trait, or a particular event or action that made them known. These naming schemes can feel like a trap for many yaoguai, however, as it accentuates their yaoguai nature rather than their experience or personality. Being bestowed a name that is unrelated to being yaoguai, or is uniquely theirs, identifies them as an individual and is a considerable honor for many, even more than titles or wealth. For some, restoring a lost or disgraced name is the desired equivalent.

Sample Names

\"Lamplight\" Deng (lamp), Geomi (spider), Mindeulle (dandelion), Qing Yeliu (green snake), Qiu Haitang (pogonia), Sekiko (stone)

Beliefs

There's the misconception that yaoguai are wicked by nature, no matter their intent or actions. This is far from the truth, especially with regard to yaoguai who live among humanoid communities or seek to transcend their being. Most yaoguai can be as heroic as any other of Tian Xia's wandering adventurers. If a yaoguai came from an established yaoguai community, they might lean toward pragmatism, though there are also a few reckless tricksters. Yaoguai who spent much of their formative years by themselves or with a very small group of compatriots are often impulsive unless they follow a cultivation school or philosophy that demands otherwise. Some yaoguai are particularly susceptible to the influence of their environment and peers, meaning they change their opinions more easily and rapidly than other ancestries.

Various yaoguai enclaves revere Shizuru and Tsukiyo, as it's believed that the power of sunlight and moonlight grants most yaoguai their awakening. Qi Zhong is often cited and worshipped as the guiding teacher of the first yaoguai who ascended to divinity, Sun Wukong. Though Sun Wukong ascended through dubiously ethical methods, nearly all yaoguai know of his tales and exploits, even if the Monkey King isn't a particularly popular subject of worship.

Popular Edicts

discover your name, leave a good impression wherever you go, seek ways to cultivate your power and transcend your nature

Popular Anathema

accept the limitations placed upon you, defy the laws of your enclave, dismiss an opportunity for growth

Yaoguai Mechanics

Rarity Rare

Hit Points 8

Size Medium

Speed 25 feet

Attribute Boosts Charisma, Constitution, Free

Attribute Flaw Intelligence

Languages Common, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Draconic, Elven, Fey, Kitsune, Naga, Sakvroth, Tengu, Ysoki, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Humanoid, Yaoguai

Change Shape (concentrate, occult, polymorph, yaoguai) You transform to or from your true yaoguai form into a humanoid alternate form, which is a common Medium humanoid ancestry prevalent where you were born (typically human). This form is the same apparent age and body type as your yaoguai form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You can remain in your humanoid form indefinitely, but you revert to your yaoguai form after 1 hour of unconsciousness or 1 minute after death.

Yaoguai Heritages

Yaoguai literally come in all shapes. The entity you were before awakening as a yaoguai determines your origin. Choose one of the following yaoguai heritages at 1st level. You gain the benefits for a form only while in that form.

If you're a yaoguai with a versatile heritage, you still select a yaoguai heritage to inform your character's story, but you don't gain any of its mechanical effects. You can take the Awakened Yaoguai Heritage feat to gain these effects and qualify for feats that require a specific heritage.

@UUID[Compendium.pf2e.heritages.Item.Born of Animal]

@UUID[Compendium.pf2e.heritages.Item.Born of Celestial]

@UUID[Compendium.pf2e.heritages.Item.Born of Elements]

@UUID[Compendium.pf2e.heritages.Item.Born of Item]

@UUID[Compendium.pf2e.heritages.Item.Born of Vegetation]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1066,80 +1072,14 @@ }, { "_id": "u6IGUd8Gtarj6h7K", - "category": null, + "category": "3NQ1qQzcLeiG2xAG", "image": {}, "name": "Versatile Heritages", "sort": 4900000, "src": null, "system": {}, "text": { - "content": "

The peoples of Golarion are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage.


The most common of these by far are the aiuvarin and dromaar versatile heritages, usually born to a human parent on one side and either an elf or orc parent on the other. Other individuals are born under far stranger circumstances, such as having a parent who was affected by monstrous, undead, or extraplanar energies. As these circumstances aren't unique to a single ancestry, these heritages—called versatile heritages—are likewise shared by many ancestries.

The peoples of Golarion are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage.

Versatile Heritages

Golarion is home to a variety of versatile heritages. Some are born to unusual creatures or arise through specific mundane or supernatural circumstances. Many, however, result from an infusion of extraplanar energy, whether through direct parentage, more distant ancestors, or simply direct exposure to the quintessence of that plane. These individuals are known as planar scions.

Because the circumstances that give rise to versatile heritages aren't limited to a single ancestry, a versatile heritage can be chosen by a character of nearly any ancestry. Some versatile heritages are more common among some ancestries than others, and some might list additional restrictions specific to that heritage. Your GM may place other restrictions on which ancestries can use a given versatile heritage based on the story and setting. Unlimited Possibilities!

Though a character can have only one heritage and one lineage feat, the possible permutations of a character's background and family tree are virtually unlimited. An aiuvarin character might still have a changeling parent whose nature is visible in the coloration of their eyes even if they don't have access to changeling ancestry feats, and a pitborn dwarf might very well have an ancestor with fey influences on their bloodline, reflected with a fey muse or patron gained through their class alongside their ancestral fiendishness.

Playing A Versatile Heritage

To play a character with a versatile heritage, first select your ancestry, just like you would for any character. You gain Hit Points, size, Speed, attribute boosts and attribute flaws, languages, traits, and other abilities from that ancestry. Then, instead of choosing a heritage from those normally available to that ancestry, apply your chosen versatile heritage. You gain all the features from your versatile heritage, some of which might modify or replace statistics, abilities, or traits from your ancestry.

Since a versatile heritage is a heritage, you can have only one, and you can't have any other heritage in addition to your versatile heritage. Sometimes a versatile heritage might give you an ability that conflicts with an ability from your ancestry. In these cases, you choose which of the conflicting abilities your character has.

When selecting ancestry feats, you can choose from those available to your ancestry as well as those specific to your versatile heritage.

Lineage Feats

Some ancestry feats within a versatile heritage have the lineage trait. These feats specify a physiological lineage your character has—such as the type of hag that birthed a changeling character, or the type of extraplanar entity that influenced a nephilim's birth. You can have only one lineage feat; you can select such a feat only at 1st level, and you can't retrain into or out of this feat.

Versatile Heritages

@UUID[Compendium.pf2e.heritages.Item.Ardande]

@UUID[Compendium.pf2e.heritages.Item.Beastkin]

@UUID[Compendium.pf2e.heritages.Item.Changeling]

@UUID[Compendium.pf2e.heritages.Item.Dhampir]

@UUID[Compendium.pf2e.heritages.Item.Dragonblood]

@UUID[Compendium.pf2e.heritages.Item.Duskwalker]

@UUID[Compendium.pf2e.heritages.Item.Hungerseed]

@UUID[Compendium.pf2e.heritages.Item.Naari]

@UUID[Compendium.pf2e.heritages.Item.Nephilim]

@UUID[Compendium.pf2e.heritages.Item.Oread]

@UUID[Compendium.pf2e.heritages.Item.Reflection]

@UUID[Compendium.pf2e.heritages.Item.Suli]

@UUID[Compendium.pf2e.heritages.Item.Sylph]

@UUID[Compendium.pf2e.heritages.Item.Talos]

@UUID[Compendium.pf2e.heritages.Item.Undine]

Mixed Ancestry Heritages

Golarion has numerous metropolises where people from a wide variety of ancestries intermingle. Moreover, adventurers of all backgrounds and ancestries often find themselves thrust together and discover that from adversity can come common ground, and even love. As a result, the world is full of people whose bloodline can be traced to at least two different ancestries. The most common examples of this are @UUID[Compendium.pf2e.heritages.Item.Aiuvarin] and @UUID[Compendium.pf2e.heritages.Item.Dromaar], who have elf and orc ancestors respectively. While all known dromaars and aiuvarins in the Inner Sea share human as the other part of their origin, it's possible that other combinations could exist.

", - "format": 1 - }, - "title": { - "level": 1, - "show": true - }, - "type": "text", - "video": { - "controls": true, - "volume": 0.5 - } - }, - { - "_id": "fdJiL2YSVVjXf6cQ", - "category": null, - "image": {}, - "name": "Common", - "sort": -200000, - "src": null, - "system": {}, - "text": { - "content": "", - "format": 1 - }, - "title": { - "level": 1, - "show": true - }, - "type": "text", - "video": { - "controls": true, - "volume": 0.5 - } - }, - { - "_id": "d91CO5iXPmcVLoPY", - "category": null, - "image": {}, - "name": "Uncommon", - "sort": -31250, - "src": null, - "system": {}, - "text": { - "content": "", - "format": 1 - }, - "title": { - "level": 1, - "show": true - }, - "type": "text", - "video": { - "controls": true, - "volume": 0.5 - } - }, - { - "_id": "CDjWwC19sqUpK7AI", - "category": null, - "image": {}, - "name": "Rare", - "sort": 67188, - "src": null, - "system": {}, - "text": { - "content": "", + "content": "

The peoples of Golarion are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage.


The most common of these by far are the aiuvarin and dromaar versatile heritages, usually born to a human parent on one side and either an elf or orc parent on the other. Other individuals are born under far stranger circumstances, such as having a parent who was affected by monstrous, undead, or extraplanar energies. As these circumstances aren't unique to a single ancestry, these heritages—called versatile heritages—are likewise shared by many ancestries.

The peoples of Golarion are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage.

Versatile Heritages

Golarion is home to a variety of versatile heritages. Some are born to unusual creatures or arise through specific mundane or supernatural circumstances. Many, however, result from an infusion of extraplanar energy, whether through direct parentage, more distant ancestors, or simply direct exposure to the quintessence of that plane. These individuals are known as planar scions.

Because the circumstances that give rise to versatile heritages aren't limited to a single ancestry, a versatile heritage can be chosen by a character of nearly any ancestry. Some versatile heritages are more common among some ancestries than others, and some might list additional restrictions specific to that heritage. Your GM may place other restrictions on which ancestries can use a given versatile heritage based on the story and setting. Unlimited Possibilities!

Though a character can have only one heritage and one lineage feat, the possible permutations of a character's background and family tree are virtually unlimited. An aiuvarin character might still have a changeling parent whose nature is visible in the coloration of their eyes even if they don't have access to changeling ancestry feats, and a pitborn dwarf might very well have an ancestor with fey influences on their bloodline, reflected with a fey muse or patron gained through their class alongside their ancestral fiendishness.

Playing A Versatile Heritage

To play a character with a versatile heritage, first select your ancestry, just like you would for any character. You gain Hit Points, size, Speed, attribute boosts and attribute flaws, languages, traits, and other abilities from that ancestry. Then, instead of choosing a heritage from those normally available to that ancestry, apply your chosen versatile heritage. You gain all the features from your versatile heritage, some of which might modify or replace statistics, abilities, or traits from your ancestry.

Since a versatile heritage is a heritage, you can have only one, and you can't have any other heritage in addition to your versatile heritage. Sometimes a versatile heritage might give you an ability that conflicts with an ability from your ancestry. In these cases, you choose which of the conflicting abilities your character has.

When selecting ancestry feats, you can choose from those available to your ancestry as well as those specific to your versatile heritage.

Lineage Feats

Some ancestry feats within a versatile heritage have the lineage trait. These feats specify a physiological lineage your character has—such as the type of hag that birthed a changeling character, or the type of extraplanar entity that influenced a nephilim's birth. You can have only one lineage feat; you can select such a feat only at 1st level, and you can't retrain into or out of this feat.

Versatile Heritages

@UUID[Compendium.pf2e.heritages.Item.Ardande]

@UUID[Compendium.pf2e.heritages.Item.Beastkin]

@UUID[Compendium.pf2e.heritages.Item.Changeling]

@UUID[Compendium.pf2e.heritages.Item.Dhampir]

@UUID[Compendium.pf2e.heritages.Item.Dragonblood]

@UUID[Compendium.pf2e.heritages.Item.Duskwalker]

@UUID[Compendium.pf2e.heritages.Item.Hungerseed]

@UUID[Compendium.pf2e.heritages.Item.Naari]

@UUID[Compendium.pf2e.heritages.Item.Nephilim]

@UUID[Compendium.pf2e.heritages.Item.Oread]

@UUID[Compendium.pf2e.heritages.Item.Reflection]

@UUID[Compendium.pf2e.heritages.Item.Suli]

@UUID[Compendium.pf2e.heritages.Item.Sylph]

@UUID[Compendium.pf2e.heritages.Item.Talos]

@UUID[Compendium.pf2e.heritages.Item.Undine]

Mixed Ancestry Heritages

Golarion has numerous metropolises where people from a wide variety of ancestries intermingle. Moreover, adventurers of all backgrounds and ancestries often find themselves thrust together and discover that from adversity can come common ground, and even love. As a result, the world is full of people whose bloodline can be traced to at least two different ancestries. The most common examples of this are @UUID[Compendium.pf2e.heritages.Item.Aiuvarin] and @UUID[Compendium.pf2e.heritages.Item.Dromaar], who have elf and orc ancestors respectively. While all known dromaars and aiuvarins in the Inner Sea share human as the other part of their origin, it's possible that other combinations could exist.

", "format": 1 }, "title": { @@ -1154,18 +1094,18 @@ }, { "_id": "dd8tnCSVsQUUnID7", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Jotunborn", "sort": 1900000, "src": null, "system": {}, "text": { - "content": "

Jotunborn were forged from the blood of an ancient group of giants called titans, tasked to watch over the Universe.


According to their oldest stories, the first jotunborn were the direct creations of the earliest gods. Having just completed the majority of the creation of Golarion, these gods created several groups of people to act as stewards for this new world. Among these groups were jotunborn, beings who were formed from the remains of titans who dared rebel against the gods in the earliest days of existence. Rather than give jotunborn the full power they gave the titans, the gods instead instilled the first jotunborn with the faintest spark of creation and gave them slighter forms. These new servitors would be just as capable at helping to shape the rest of Golarion but would also be weaker and easier to strike down should they rebel like their progenitors.

Fortunately for the gods, jotunborn saw no reason to rebel and dedicated themselves outright to their duties. These first jotunborn used their abilities to grow mountains, carve out rivers, and more as they continued to mold Golarion at the behest of the gods. When the task was done, the gods took the first jotunborn and placed them in the space between the mortal Universe and the Ethereal Plane. This sub-planar space sat \"beneath\" the surface of the Universe and served as the new home for jotunborn. The gods commanded the jotunborn to remain in this realm, watch over their creation from afar, and return to the \"surface\" of the Universe to tend to it during times of great need.

Now, jotunborn remain mysterious beings whose existence is only briefly mentioned in scattered points throughout history. They are tasked to return to Golarion only when a major disaster—natural or otherwise— changes the world. Jotunborn then appear to assess the issue and determine what steps to take to return the world to a more stable state. This typically only draws a handful of jotunborn to the world. Earthfall caused a mass arrival of jotunborn, though their visit was brief. In the wake of the Godsrain, hundreds of jotunborn have appeared once more. Unlike past visitors, these jotunborn can't easily return to their home. Now these gigantic humanoids must learn to adapt to life among the people of Golarion.

If you want to play a character who is a towering being with the potential of creation and has a unique connection to planar powers, you should play a jotunborn.

You Might...

Others Probably...

Physical Description

Jotunborn are large humanoids, roughly twice the size of the average human, with most jotunborn growing to be about 12 feet in height and weighing upwards of 1,500 pounds. Their bodies are particularly thick and muscular, with particularly large shoulder and neck muscles. Skin tones across jotunborn are generally pale purples, blues, and light grays. Despite their large frames, jotunborn are surprisingly agile and can make use of their particularly powerful legs to move at great speeds. Most jotunborn reach adulthood at the age of 20 and can live to be up to 200 years old. Jotunborn continue to grow slowly as they age, with particularly old jotunborn growing to 20 feet tall.

Beyond their size, the most notable feature of a jotunborn are the threads woven along the surface of their skin. Jotunborn raise planar, insectile creatures called iivlars. An iivlar's silk has minor magical properties and, when woven into skin, allows a jotunborn to directly tap into these magical effects. A jotunborn can use the magic to cause their weaving to glow with light, which is particularly helpful in keeping track of fellow jotunborn within sub-planar locales. While initially a magical effect, the weaving becomes so connected to a jotunborn's body that the effect eventually becomes purely biological, allowing a jotunborn to make use of their weaving even in areas where magic doesn't function. Some jotunborn can make greater connections with their weaving, allowing them to develop magical abilities.

Society

Most jotunborn live in small, semi-nomadic clans consisting of upwards of 100 members. Each clan has several key roles important to the well-being of the entire group. These include iivlar keepers, clan chroniclers, guards, scouts, and weavers. These groups don't have definite leaders, instead looking to the most senior person among these key roles in the clan for overall guidance. If disagreements or a need for decision rises among the group, the key members come together to determine a resolution, usually through a vote. At times, these senior members of the community will declare a fellow jotunborn the new senior in their given role and step down to apprentice status. This usually occurs when a younger jotunborn has proven themself capable or even more skilled than the current senior. It's not uncommon for a given member to rise to senior status and return to apprentice status multiple times throughout their life.

The nomadic jotunborn lifestyle developed from their time in the sub-planar realm between the mortal Universe and the Ethereal Plane known as the Fray. Access to food is somewhat limited within the realm, as there are very few native plants in the Fray. Though there are strange, ethereal copies of many objects and creatures from the mortal Universe within the Fray, their partial nature means that they provide limited sustenance. Jotunborn clans must keep moving to follow migratory patterns or to forage within \"in-season\" regions. Clans also migrate to follow iivlars as necessary. Jotunborn used to travel into the Universe occasionally to maintain sites of great importance to a given individual or clan, but with the advent of the Godsrain, most jotunborn find their ability to return to the Fray disrupted and have reduced their planar travel as of late. Jotunborn still in the mortal Universe try to remain close with their fellow jotunborn or attempt to make strong bonds with other mortals.

Names

Jotunborn names generally consist of rough, guttural sounds. They derive surnames from clan roles or associations with given sites from the Universe. These site names are used in full, so a jotunborn's surname could be longer names like \"Mordant Spire\" or \"of the Grove in the Diamond Clearing.\" When introducing themselves, jotunborn typically share their name and personal surname, adding the names of their parents when speaking with fellow jotunborn.

Sample Names

Bronric, Clarden, Gremm, Hilgrid, Ingard, Jorynn, Kromari, Rodro, Tatro, Yraldis

Jotunborn Mechanics

Rarity Rare

Hit Points 10

Size Large

Speed 25 feet

Attribute Boosts Strength, Wisdom, Free

Attribute Flaw Charisma

Languages Common, Jotun

Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Cyclops, Dwarven, Empyrean, Fey, Orcish, Petran, Shadowtongue, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Giant, Humanoid, Jotunborn

Iivlar Weaving Planar thread produced by creatures called iivlars is woven into your skin. This thread glows with dim light in a 10-foot emanation. You can Sustain to extinguish, reactivate, or adjust the coloration of this light.

Low-Light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Jotunborn Heritages

Choose one of the following Jotunborn heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Keeper Jotunborn]

@UUID[Compendium.pf2e.heritages.Item.Plane-Hopper Jotunborn]

@UUID[Compendium.pf2e.heritages.Item.Sage Jotunborn]

@UUID[Compendium.pf2e.heritages.Item.Warrior Jotunborn]

@UUID[Compendium.pf2e.heritages.Item.Weaver Jotunborn]

", + "content": "

Jotunborn were forged from the blood of an ancient group of giants called titans, tasked to watch over the Universe.


According to their oldest stories, the first jotunborn were the direct creations of the earliest gods. Having just completed the majority of the creation of Golarion, these gods created several groups of people to act as stewards for this new world. Among these groups were jotunborn, beings who were formed from the remains of titans who dared rebel against the gods in the earliest days of existence. Rather than give jotunborn the full power they gave the titans, the gods instead instilled the first jotunborn with the faintest spark of creation and gave them slighter forms. These new servitors would be just as capable at helping to shape the rest of Golarion but would also be weaker and easier to strike down should they rebel like their progenitors.

Fortunately for the gods, jotunborn saw no reason to rebel and dedicated themselves outright to their duties. These first jotunborn used their abilities to grow mountains, carve out rivers, and more as they continued to mold Golarion at the behest of the gods. When the task was done, the gods took the first jotunborn and placed them in the space between the mortal Universe and the Ethereal Plane. This sub-planar space sat \"beneath\" the surface of the Universe and served as the new home for jotunborn. The gods commanded the jotunborn to remain in this realm, watch over their creation from afar, and return to the \"surface\" of the Universe to tend to it during times of great need.

Now, jotunborn remain mysterious beings whose existence is only briefly mentioned in scattered points throughout history. They are tasked to return to Golarion only when a major disaster—natural or otherwise— changes the world. Jotunborn then appear to assess the issue and determine what steps to take to return the world to a more stable state. This typically only draws a handful of jotunborn to the world. Earthfall caused a mass arrival of jotunborn, though their visit was brief. In the wake of the Godsrain, hundreds of jotunborn have appeared once more. Unlike past visitors, these jotunborn can't easily return to their home. Now these gigantic humanoids must learn to adapt to life among the people of Golarion.

If you want to play a character who is a towering being with the potential of creation and has a unique connection to planar powers, you should play a jotunborn.

You Might...

Others Probably...

Physical Description

Jotunborn are large humanoids, roughly twice the size of the average human, with most jotunborn growing to be about 12 feet in height and weighing upwards of 1,500 pounds. Their bodies are particularly thick and muscular, with particularly large shoulder and neck muscles. Skin tones across jotunborn are generally pale purples, blues, and light grays. Despite their large frames, jotunborn are surprisingly agile and can make use of their particularly powerful legs to move at great speeds. Most jotunborn reach adulthood at the age of 20 and can live to be up to 200 years old. Jotunborn continue to grow slowly as they age, with particularly old jotunborn growing to 20 feet tall.

Beyond their size, the most notable feature of a jotunborn are the threads woven along the surface of their skin. Jotunborn raise planar, insectile creatures called iivlars. An iivlar's silk has minor magical properties and, when woven into skin, allows a jotunborn to directly tap into these magical effects. A jotunborn can use the magic to cause their weaving to glow with light, which is particularly helpful in keeping track of fellow jotunborn within sub-planar locales. While initially a magical effect, the weaving becomes so connected to a jotunborn's body that the effect eventually becomes purely biological, allowing a jotunborn to make use of their weaving even in areas where magic doesn't function. Some jotunborn can make greater connections with their weaving, allowing them to develop magical abilities.

Society

Most jotunborn live in small, semi-nomadic clans consisting of upwards of 100 members. Each clan has several key roles important to the well-being of the entire group. These include iivlar keepers, clan chroniclers, guards, scouts, and weavers. These groups don't have definite leaders, instead looking to the most senior person among these key roles in the clan for overall guidance. If disagreements or a need for decision rises among the group, the key members come together to determine a resolution, usually through a vote. At times, these senior members of the community will declare a fellow jotunborn the new senior in their given role and step down to apprentice status. This usually occurs when a younger jotunborn has proven themself capable or even more skilled than the current senior. It's not uncommon for a given member to rise to senior status and return to apprentice status multiple times throughout their life.

The nomadic jotunborn lifestyle developed from their time in the sub-planar realm between the mortal Universe and the Ethereal Plane known as the Fray. Access to food is somewhat limited within the realm, as there are very few native plants in the Fray. Though there are strange, ethereal copies of many objects and creatures from the mortal Universe within the Fray, their partial nature means that they provide limited sustenance. Jotunborn clans must keep moving to follow migratory patterns or to forage within \"in-season\" regions. Clans also migrate to follow iivlars as necessary. Jotunborn used to travel into the Universe occasionally to maintain sites of great importance to a given individual or clan, but with the advent of the Godsrain, most jotunborn find their ability to return to the Fray disrupted and have reduced their planar travel as of late. Jotunborn still in the mortal Universe try to remain close with their fellow jotunborn or attempt to make strong bonds with other mortals.

Names

Jotunborn names generally consist of rough, guttural sounds. They derive surnames from clan roles or associations with given sites from the Universe. These site names are used in full, so a jotunborn's surname could be longer names like \"Mordant Spire\" or \"of the Grove in the Diamond Clearing.\" When introducing themselves, jotunborn typically share their name and personal surname, adding the names of their parents when speaking with fellow jotunborn.

Sample Names

Bronric, Clarden, Gremm, Hilgrid, Ingard, Jorynn, Kromari, Rodro, Tatro, Yraldis

Jotunborn Mechanics

Rarity Rare

Hit Points 10

Size Large

Speed 25 feet

Attribute Boosts Strength, Wisdom, Free

Attribute Flaw Charisma

Languages Common, Jotun

Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Cyclops, Dwarven, Empyrean, Fey, Orcish, Petran, Shadowtongue, and any other languages to which you have access (such as the languages prevalent in your region).

Traits Giant, Humanoid, Jotunborn

Iivlar Weaving Planar thread produced by creatures called iivlars is woven into your skin. This thread glows with dim light in a 10-foot emanation. You can Sustain to extinguish, reactivate, or adjust the coloration of this light.

Low-Light Vision You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Jotunborn Heritages

Choose one of the following Jotunborn heritages at 1st level.

@UUID[Compendium.pf2e.heritages.Item.Keeper Jotunborn]

@UUID[Compendium.pf2e.heritages.Item.Plane-Hopper Jotunborn]

@UUID[Compendium.pf2e.heritages.Item.Sage Jotunborn]

@UUID[Compendium.pf2e.heritages.Item.Warrior Jotunborn]

@UUID[Compendium.pf2e.heritages.Item.Weaver Jotunborn]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1176,18 +1116,18 @@ }, { "_id": "XL2BDTsaIEDkpKj0", - "category": null, + "category": "IwcrxO5mhTmJddDe", "image": {}, "name": "Dragonet", "sort": 1100000, "src": null, "system": {}, "text": { - "content": "

Dragonets are miniature dragons, complete with wings, dagger-like teeth, and magical breath. They can be fiercely independent and proud, at times protective or avaricious, and they delight in the finer things in life.

As long as there have been dragons, there have been dragonets. Most live lives no more unusual than any of their kin. But some wake one day—perhaps when they have just entered adulthood, perhaps after they've several centuries of a quiet life—to find themselves changed. The natural gifts they share with dragons, their magical breath, soaring flight, and innate magic are diminished. In return, they find themselves granted other abilities, greater size or intelligence, and enhanced skill with sword or spell.

Some dragonets see this change as a gift from the dragon deity Gaasham, a way to act in defiance of their original purpose and become as worthy of song and story as any hero or villain. For others, it's a lesson from Apsu, a forced pilgrimage in which they must learn to walk on the ground so they can truly appreciate flying across the sky once more. Still others believe it was a choice they made, consciously or not, that carries the power of draconic pact, a choice to be more mortal so they can truly appreciate the near immortality all dragons enjoy. These dragonets find themselves often becoming adventurers, their skills with alchemy and armor, esoterica and investigations more than compensating for their weaker natural abilities.

Like their larger kin, dragonets vary widely in appearance and personality. Many are social, living easily alongside others, weaving their lives in and around the communities they call home. Of these, some form close bonds with other people, accepting food and gold in return for their services, or even joining spellcasters as a familiar. Others are scorned for their mischievous pranks or territorial behavior. Some dragonets prefer to remain separate, living in secluded caves on remote coastlines or tree hollows in the deep wilderness, fiercely defending their territory and hoards from outsiders with claw and fang.

If you want to play a character that is a fierce dragon in miniature, you should play a dragonet.

You Might…

Others Probably…

Physical Description

Dragonets look like dragons, with scaled bodies, a serpentine neck, wings, claws, tail, and fang-filled jaws. They might have small horns or spikes running down their spines or in a fringe on their tails. The color of dragonet scales varies, from the muted grays and browns common among homing drakes to the rainbow tones of fey dragonets and the iridescent white and black of pearl dragonets. Their eyes are typically yellow, ranging from light cream to golden amber, with vertical slit pupils.

Society

Despite significant differences in dragonets' lifestyles depending on where and how they were raised, they frequently share some societal traits. Dragonets tend to be very social with other ancestries, and less so among themselves—perhaps a legacy of their myths of fratricide among the dragon gods. Many dragonets live on their own, and only share a lair with other dragonets as part of a family. They're fiercely protective of any young from the time they're in the shell until they reach maturity, usually about a year.

Dragonet society reflects this independent spirit. Each dragonet rules over their small territory—whether that's centered around a tidal cave in the Shackles, an Academae library in Korvosa, or a mountain shrine in Tian Xia—as its unquestioned master. But like independent city-states banding together, dragonets in a close area operate in an unspoken alliance. Such dragonet confederacies are smaller than other ancestries' nations, occupying a large neighborhood or small city, a mountain peak, or a stretch of coast. An \"archdragonet\" coordinates any unified activities, operating as a first among equals. Power passes on in several ways: by choice (when an archdragonet grows bored of the position), schism (when dragonets split a confederacy to follow a new archdragonet), or contest (when two dragonets vie for the position). In the latter case, such contests can be determined by combat, the size of a dragonet's hoard (or flock, in the case of pest drakes), or some other method determined by the rivals.

Dragonet names vary widely. Those raised primarily among other dragonets typically have names similar to dragons', often with four or five syllables and possibly an epithet. Dragonets born among other ancestries are more likely to accept a name given by those who befriend or look after them, often focusing on a physical characteristic or behavior. Rarely, a dragonet has a \"pet's name\" given by a beloved child; the dragonet would never accept such a moniker from anyone else, but nonetheless is fiercely protective of it because of its origin.

Sample Names: Butterwing, Churlet, Dazzlebreeze, Epondorax, Jumpy, Nandren, Ogedrie, Pearleye, Silverslash, Smooch, Tazicyroth the Bold

Beliefs

Dragonets view the world through the lens of their own interests. They might follow the laws of the surrounding area, not out of concern about authority, but for their own benefit. Many adhere to a personal code, but the details might be inscrutable to others, following a logic consistent only to the dragonet. Dragonets tend to rely on their own talents over putting faith in gods. Those who worship a deity usually follow the customs where they were raised. If they were largely surrounded by other dragonets in youth, they likely worship a dragon god or pantheon. They might revere Gaasham as the father of their kind. Fey dragonets might worship the Eldest—particularly Ragadahn and the Lantern King. Homing drakes find themselves drawn to the deities of their home cities as well as gods of travel and communication, such as Abadar, Desna, Irori, and Mazludeh. House drakes' frequent battles against imps lead them to worship Abadar or deities who oppose Asmodeus. Pearl dragonets favor deities of good fortune and the hearth, and often gravitate toward Adanye, Chaldira, and Kofusachi. Tidepool dragonets tend toward deities whose portfolios include water, including Besmara, Embaral, Gozreh, and Obari.

Popular Edicts amass a hoard, make time for play and relaxation, reward those who offer food and gifts

Popular Anathema back down in the face of a bigger foe, let a joke or prank become malicious, tolerate disrespect

Dragonet Mechanics

Rarity Rare

Hit Points 8

Size Tiny

Speed 20 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Constitution

Languages Common, Draconic

Additional Languages equal to your Intelligence modifier (if positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

Traits Dragon

Big Sharp Teeth Your mouth bristles with razor-sharp teeth. You gain a jaws unarmed attack that deals @Damage[1d4[piercing]] damage. Your jaws are in the brawling group and have the finesse and unarmed traits.

Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Wings Your wings might not be as strong as other dragonets', but can still prevent you from uncontrolled falls. You take no damage from falling, regardless of the distance you fall.

Dragonet Heritages

Dragonets come in a wide variety of appearances associated with unique abilities. Choose one of the following dragonet heritages at 1st level.

If you're a dragonet with a versatile heritage, you still select a dragonet heritage to inform your character's story, but you don't gain any of its mechanical effects. However, you count as a member of this heritage for any feats that depend on your dragonet type, such as @UUID[Compendium.pf2e.feats-srd.Item.Dragonet Breath]. You can take the @UUID[Compendium.pf2e.feats-srd.Item.Ascended Dragonet Heritage] feat to gain the full mechanical effects of your heritage.

@UUID[Compendium.pf2e.heritages.Item.Fey Dragonet]

@UUID[Compendium.pf2e.heritages.Item.Homing Drake]

@UUID[Compendium.pf2e.heritages.Item.House Drake]

@UUID[Compendium.pf2e.heritages.Item.Pearl Dragonet]

@UUID[Compendium.pf2e.heritages.Item.Tidepool Dragonet]

", + "content": "

Dragonets are miniature dragons, complete with wings, dagger-like teeth, and magical breath. They can be fiercely independent and proud, at times protective or avaricious, and they delight in the finer things in life.

As long as there have been dragons, there have been dragonets. Most live lives no more unusual than any of their kin. But some wake one day—perhaps when they have just entered adulthood, perhaps after they've several centuries of a quiet life—to find themselves changed. The natural gifts they share with dragons, their magical breath, soaring flight, and innate magic are diminished. In return, they find themselves granted other abilities, greater size or intelligence, and enhanced skill with sword or spell.

Some dragonets see this change as a gift from the dragon deity Gaasham, a way to act in defiance of their original purpose and become as worthy of song and story as any hero or villain. For others, it's a lesson from Apsu, a forced pilgrimage in which they must learn to walk on the ground so they can truly appreciate flying across the sky once more. Still others believe it was a choice they made, consciously or not, that carries the power of draconic pact, a choice to be more mortal so they can truly appreciate the near immortality all dragons enjoy. These dragonets find themselves often becoming adventurers, their skills with alchemy and armor, esoterica and investigations more than compensating for their weaker natural abilities.

Like their larger kin, dragonets vary widely in appearance and personality. Many are social, living easily alongside others, weaving their lives in and around the communities they call home. Of these, some form close bonds with other people, accepting food and gold in return for their services, or even joining spellcasters as a familiar. Others are scorned for their mischievous pranks or territorial behavior. Some dragonets prefer to remain separate, living in secluded caves on remote coastlines or tree hollows in the deep wilderness, fiercely defending their territory and hoards from outsiders with claw and fang.

If you want to play a character that is a fierce dragon in miniature, you should play a dragonet.

You Might…

Others Probably…

Physical Description

Dragonets look like dragons, with scaled bodies, a serpentine neck, wings, claws, tail, and fang-filled jaws. They might have small horns or spikes running down their spines or in a fringe on their tails. The color of dragonet scales varies, from the muted grays and browns common among homing drakes to the rainbow tones of fey dragonets and the iridescent white and black of pearl dragonets. Their eyes are typically yellow, ranging from light cream to golden amber, with vertical slit pupils.

Society

Despite significant differences in dragonets' lifestyles depending on where and how they were raised, they frequently share some societal traits. Dragonets tend to be very social with other ancestries, and less so among themselves—perhaps a legacy of their myths of fratricide among the dragon gods. Many dragonets live on their own, and only share a lair with other dragonets as part of a family. They're fiercely protective of any young from the time they're in the shell until they reach maturity, usually about a year.

Dragonet society reflects this independent spirit. Each dragonet rules over their small territory—whether that's centered around a tidal cave in the Shackles, an Academae library in Korvosa, or a mountain shrine in Tian Xia—as its unquestioned master. But like independent city-states banding together, dragonets in a close area operate in an unspoken alliance. Such dragonet confederacies are smaller than other ancestries' nations, occupying a large neighborhood or small city, a mountain peak, or a stretch of coast. An \"archdragonet\" coordinates any unified activities, operating as a first among equals. Power passes on in several ways: by choice (when an archdragonet grows bored of the position), schism (when dragonets split a confederacy to follow a new archdragonet), or contest (when two dragonets vie for the position). In the latter case, such contests can be determined by combat, the size of a dragonet's hoard (or flock, in the case of pest drakes), or some other method determined by the rivals.

Dragonet names vary widely. Those raised primarily among other dragonets typically have names similar to dragons', often with four or five syllables and possibly an epithet. Dragonets born among other ancestries are more likely to accept a name given by those who befriend or look after them, often focusing on a physical characteristic or behavior. Rarely, a dragonet has a \"pet's name\" given by a beloved child; the dragonet would never accept such a moniker from anyone else, but nonetheless is fiercely protective of it because of its origin.

Sample Names: Butterwing, Churlet, Dazzlebreeze, Epondorax, Jumpy, Nandren, Ogedrie, Pearleye, Silverslash, Smooch, Tazicyroth the Bold

Beliefs

Dragonets view the world through the lens of their own interests. They might follow the laws of the surrounding area, not out of concern about authority, but for their own benefit. Many adhere to a personal code, but the details might be inscrutable to others, following a logic consistent only to the dragonet. Dragonets tend to rely on their own talents over putting faith in gods. Those who worship a deity usually follow the customs where they were raised. If they were largely surrounded by other dragonets in youth, they likely worship a dragon god or pantheon. They might revere Gaasham as the father of their kind. Fey dragonets might worship the Eldest—particularly Ragadahn and the Lantern King. Homing drakes find themselves drawn to the deities of their home cities as well as gods of travel and communication, such as Abadar, Desna, Irori, and Mazludeh. House drakes' frequent battles against imps lead them to worship Abadar or deities who oppose Asmodeus. Pearl dragonets favor deities of good fortune and the hearth, and often gravitate toward Adanye, Chaldira, and Kofusachi. Tidepool dragonets tend toward deities whose portfolios include water, including Besmara, Embaral, Gozreh, and Obari.

Popular Edicts amass a hoard, make time for play and relaxation, reward those who offer food and gifts

Popular Anathema back down in the face of a bigger foe, let a joke or prank become malicious, tolerate disrespect

Dragonet Mechanics

Rarity Rare

Hit Points 8

Size Tiny

Speed 20 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Constitution

Languages Common, Draconic

Additional Languages equal to your Intelligence modifier (if positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).

Traits Dragon

Big Sharp Teeth Your mouth bristles with razor-sharp teeth. You gain a jaws unarmed attack that deals @Damage[1d4[piercing]] damage. Your jaws are in the brawling group and have the finesse and unarmed traits.

Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Wings Your wings might not be as strong as other dragonets', but can still prevent you from uncontrolled falls. You take no damage from falling, regardless of the distance you fall.

Dragonet Heritages

Dragonets come in a wide variety of appearances associated with unique abilities. Choose one of the following dragonet heritages at 1st level.

If you're a dragonet with a versatile heritage, you still select a dragonet heritage to inform your character's story, but you don't gain any of its mechanical effects. However, you count as a member of this heritage for any feats that depend on your dragonet type, such as @UUID[Compendium.pf2e.feats-srd.Item.Dragonet Breath]. You can take the @UUID[Compendium.pf2e.feats-srd.Item.Ascended Dragonet Heritage] feat to gain the full mechanical effects of your heritage.

@UUID[Compendium.pf2e.heritages.Item.Fey Dragonet]

@UUID[Compendium.pf2e.heritages.Item.Homing Drake]

@UUID[Compendium.pf2e.heritages.Item.House Drake]

@UUID[Compendium.pf2e.heritages.Item.Pearl Dragonet]

@UUID[Compendium.pf2e.heritages.Item.Tidepool Dragonet]

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1198,10 +1138,10 @@ }, { "_id": "yqgXircyvQ2e56X5", - "category": null, + "category": "JKYLwIn53bs8zQbU", "image": {}, "name": "Index", - "sort": -300000, + "sort": -187500, "src": null, "system": {}, "text": { diff --git a/packs/pf2e/journals/classes.json b/packs/pf2e/journals/classes.json index 8c31740a361..164c95dd70f 100644 --- a/packs/pf2e/journals/classes.json +++ b/packs/pf2e/journals/classes.json @@ -1,6 +1,11 @@ { "_id": "kzxu2dI7tFxv6Ix6", - "categories": [], + "categories": [ + "2m1uNKgr9PZSerje", + "6pIceksbaX5LlxTg", + "okLKpZprx8STrJnJ", + "z7ZwuD7y5RmLbj8W" + ], "name": "Classes", "ownership": { "default": 0 @@ -8,14 +13,14 @@ "pages": [ { "_id": "Om4e4tsgNWrComie", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Alchemist", "sort": 100000, "src": null, "system": {}, "text": { - "content": "

There's no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You're fascinated by uncovering the secrets of science and the natural world, and you're constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Alchemist

During Combat Encounters...

You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. You might even use mutagens to warp your body into a resilient and powerful weapon.

During Social Encounters...

You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.

While Exploring...

You keep an eye out for for additional ingredients that you can turn into alchemical reagents, while giving advice on all things alchemical and mysterious.

In Downtime...

You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in Crafting

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in alchemical bombs

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in alchemist class DC

Class Features

You gain these features as an Alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, alchemy, research field, alchemist feat
2Alchemist feat, skill feat
3General feat, skill increase
4Alchemist feat, skill feat
5Attribute boosts, ancestry feat, field discovery, powerful alchemy, skill increase
6Alchemist feat, skill feat
7Alchemical weapon expertise, general feat, skill increase, will expertise
8Alchemist feat, skill feat
9Alchemical expertise, ancestry feat, double brew, perception expertise, skill increase
10Attribute boosts, alchemist feat, skill feat
11Advanced vials, chemical hardiness, general feat, skill increase
12Alchemist feat, skill feat
13Ancestry feat, greater field discovery, medium armor expertise, skill increase, weapon specialization
14Alchemist feat, skill feat
15Attribute boosts, alchemical weapon mastery, explosion dodger, general feat, skill increase
16Alchemist feat, skill feat
17Abundant vials, alchemical mastery, ancestry feat, skill increase
18Alchemist feat, skill feat
19General feat, medium armor mastery, skill increase
20Attribute boosts, alchemist feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Alchemy

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Formula Book

@Embed[Compendium.pf2e.classfeatures.Item.XPPG7nN9pxt0sjMg inline hr=false]

Advanced Alchemy

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Versatile Vials

@Embed[Compendium.pf2e.classfeatures.Item.PBQh0amk1FlomV0r inline hr=false]

The versatile vials can be thrown like bombs, with the following statistics.

VERSATILE VIAL


ACID

ALCHEMICAL

BOMB

CONSUMABLE

INFUSED

SPLASH

Usage held 1 hand; Bulk

Activate 1 Strike


This tiny glass flask contains volatile chemicals that can be used offensively in a pinch.


Type lesser; Level 1

The bomb deals 1d6 acid damage and 1 acid splash damage.


Type moderate; Level 4

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage.


Type greater; Level 12

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage


Type major; Level 18

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage

Quick Alchemy

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Research Field

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Alchemist Feats

At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Field Discovery Level 5

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Alchemical Weapon Expertise Level 7

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Will Expertise Level 7

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Alchemical Expertise Level 9

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Double Brew Level 9

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Perception Expertise Level 9

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Chemical HardinessLevel 11

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Greater Field Discovery Level 13

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Medium Armor Expertise Level 13

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Weapon Specialization Level 13

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Alchemical Weapon Mastery Level 15

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Explosion Dodger Level 15

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Abundant Vials Level 17

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Alchemical Mastery Level 17

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Medium Armor Mastery Level 19

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", + "content": "

There's no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You're fascinated by uncovering the secrets of science and the natural world, and you're constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Alchemist

During Combat Encounters...

You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. You might even use mutagens to warp your body into a resilient and powerful weapon.

During Social Encounters...

You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.

While Exploring...

You keep an eye out for for additional ingredients that you can turn into alchemical reagents, while giving advice on all things alchemical and mysterious.

In Downtime...

You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in Crafting

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in alchemical bombs

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in alchemist class DC

Class Features

You gain these features as an Alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, alchemy, research field, alchemist feat

2

Alchemist feat, skill feat

3

General feat, skill increase

4

Alchemist feat, skill feat

5

Attribute boosts, ancestry feat, field discovery, powerful alchemy, skill increase

6

Alchemist feat, skill feat

7

Alchemical weapon expertise, general feat, skill increase, will expertise

8

Alchemist feat, skill feat

9

Alchemical expertise, ancestry feat, double brew, perception expertise, skill increase

10

Attribute boosts, alchemist feat, skill feat

11

Advanced vials, chemical hardiness, general feat, skill increase

12

Alchemist feat, skill feat

13

Ancestry feat, greater field discovery, medium armor expertise, skill increase, weapon specialization

14

Alchemist feat, skill feat

15

Attribute boosts, alchemical weapon mastery, explosion dodger, general feat, skill increase

16

Alchemist feat, skill feat

17

Abundant vials, alchemical mastery, ancestry feat, skill increase

18

Alchemist feat, skill feat

19

General feat, medium armor mastery, skill increase

20

Attribute boosts, alchemist feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Alchemy

@Embed[Compendium.pf2e.classfeatures.Item.w3aS3tsvH2Ub6XMn inline hr=false]

Formula Book

@Embed[Compendium.pf2e.classfeatures.Item.XPPG7nN9pxt0sjMg inline hr=false]

Advanced Alchemy

@Embed[Compendium.pf2e.classfeatures.Item.Pe0zmIqyTBc2Td0I inline hr=false]

Versatile Vials

@Embed[Compendium.pf2e.classfeatures.Item.PBQh0amk1FlomV0r inline hr=false]

The versatile vials can be thrown like bombs, with the following statistics.

VERSATILE VIAL


ACID

ALCHEMICAL

BOMB

CONSUMABLE

INFUSED

SPLASH

Usage held 1 hand; Bulk

Activate 1 Strike


This tiny glass flask contains volatile chemicals that can be used offensively in a pinch.


Type lesser; Level 1

The bomb deals 1d6 acid damage and 1 acid splash damage.


Type moderate; Level 4

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage.


Type greater; Level 12

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage


Type major; Level 18

You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage

Quick Alchemy

@Embed[Compendium.pf2e.classfeatures.Item.sPtl05wwTpqFI0lL inline hr=false]

Research Field

@Embed[Compendium.pf2e.classfeatures.Item.cU2ofQLj7pg6wTSi inline hr=false]

Alchemist Feats

At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Field Discovery Level 5

@Embed[Compendium.pf2e.classfeatures.Item.IxxPEahbqXwIXum7 inline hr=false]

Alchemical Weapon Expertise Level 7

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Will Expertise Level 7

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Alchemical Expertise Level 9

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Double Brew Level 9

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Perception Expertise Level 9

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Chemical HardinessLevel 11

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Greater Field Discovery Level 13

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Medium Armor Expertise Level 13

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Weapon Specialization Level 13

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Alchemical Weapon Mastery Level 15

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Explosion Dodger Level 15

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Abundant Vials Level 17

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Alchemical Mastery Level 17

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Medium Armor Mastery Level 19

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", "format": 1 }, "title": { @@ -30,14 +35,14 @@ }, { "_id": "ThFPVuxGiZ2Asgyr", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Animist", "sort": 200000, "src": null, "system": {}, "text": { - "content": "

You are the interlocutor between the seen and unseen, the voice that connects the mortal and the spiritual. You bond with spirits, manifesting their distinct magic and allowing their knowledge to flow through you. You may favor apparitions that grant you healing magic, others that grant you spells of destructive power, or pick and choose between different apparitions as your environment and circumstances demand. You may consider your powers part of a sacred trust or see your unique abilities as a sign that you've been chosen as a champion of two worlds. Whether you advocate for mortals in the planes beyond or whether you represent the spirits' interests, you provide the bridge between realms.

Key Attribute: WISDOM

At 1st level, your class gives you an attribute boost to Wisdom.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Animist

During Combat Encounters...

You channel the power of spiritual entities called apparitions to cast potent spells and manipulate the battlefield to your advantage. You mix divine magic and the spells granted to you by your attuned apparitions to cast down your enemies or sustain your allies.

During Social Encounters...

You watch and listen, letting the whispers of spirits and otherworldly beings guide you toward sound judgment.

While Exploring...

You use your patient attention to detail, alongside clues and special senses gifted to you by your spiritual allies, to detect threats before they can ambush your companions or to notice hidden treasures that others might pass by.

In Downtime...

You seek out areas close to otherworldly entities who bring you strength or comfort. You might tend to grave sites, tread primeval wildernesses, or ride the rivers and seas. Animists attuned to apparitions of wisdom and knowledge may spend their quiet hours in libraries or temples.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Religion and either Nature or Occultism

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in animist class DC

Class Features

You gain these abilities as an animist. Abilities gained at higher levels list the level at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, apparition attunement, animist & apparition spellcasting, animistic practice
2Animist feat, skill feat
32nd-rank spells, fortitude expertise, general feat, skill increase
4Animist feat, skill feat
53rd-rank spells, attribute boosts, ancestry feat, skill increase
6Animist feat, skill feat
74th-rank spells, expert spellcaster, general feat, skill increase, third apparition
8Animist feat, skill feat
95th-rank spells, ancestry feat, perception expertise, skill increase
10Attribute boosts, animist feat, skill feat
116th-rank spells, expert protections, general feat, simple weapon expertise, skill increase
12Animist feat, skill feat
137th-rank spells, ancestry feat, master of mind and spirit, skill increase, weapon specialization
14Animist feat, skill feat
158th-rank spells, attribute boosts, fourth apparition, general feat, master spellcaster, skill increase
16Animist feat, skill feat
179th-rank spells, ancestry feat, skill increase
18Animist feat, skill feat
19General feat, legendary spellcaster, skill increase, supreme incarnation
20Attribute boosts, animist feat, skill feat

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Apparition Attunement

@Embed[Compendium.pf2e.classfeatures.Item.AHMjKkIx21AoMc9W inline hr=false]

Animist & Apparition Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.h825m7hd9qDO3369 inline hr=false]

Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
12+21+1---------
22+22+1---------
32+22+11+1--------
42+22+12+1--------
52+22+12+11+1-------
62+22+12+12+1-------
72+32+12+12+11+1------
82+32+12+12+12+1------
92+32+12+12+12+11+1-----
102+32+22+22+22+12+1-----
112+32+22+22+22+22+11+1----
122+32+22+22+22+22+12+1----
132+32+22+22+22+22+22+11+1---
142+32+22+22+22+22+22+12+1---
152+42+22+22+22+22+22+22+11+1--
162+42+22+22+22+22+22+22+12+1--
172+42+22+22+22+22+22+22+22+11+1-
182+42+22+22+22+22+22+22+22+12+1-
192+42+22+22+22+22+22+22+22+22+10+1*
202+42+22+22+22+22+22+22+22+22+10+1*

The number before a plus sign indicates your spell slots via animist spellcasting, and the number after it indicates your spell slots from apparition spellcasting. For instance, a 2nd-level animist has \"2+1\" 1st-rank spell slots, meaning they can prepare two 1st-rank spells via animist spellcasting, and they also have one spell slot to spontaneously cast an apparition spell.

* The supreme apparition class feature gives you a 10th-rank apparition slot that works a bit differently from other spells.

Animistic Practice

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Animistic Practices can be found here: @UUID[Compendium.pf2e.classfeatures.Item.Liturgist], @UUID[Compendium.pf2e.classfeatures.Item.Medium], @UUID[Compendium.pf2e.classfeatures.Item.Seer], @UUID[Compendium.pf2e.classfeatures.Item.Shaman]

Animist Feats Level 2

At 2nd level and every even-numbered level, you gain an animist class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Fortitude Expertise Level 3

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.animist.Description]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or to become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.animist.Expert]

Third Apparition Level 7

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Perception Expertise Level 9

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Expert Protections Level 11

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Simple Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.SimpleWeaponExpertise.animist.Description]

Master of Mind and Spirit Level 13

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Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Fourth Apparition Level 15

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Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.animist.Master]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.animist.Legendary]

Supreme Incarnation Level 19

@Embed[Compendium.pf2e.classfeatures.Item.1MHXjNczVZfVvDP6 inline hr=false]

", + "content": "

You are the interlocutor between the seen and unseen, the voice that connects the mortal and the spiritual. You bond with spirits, manifesting their distinct magic and allowing their knowledge to flow through you. You may favor apparitions that grant you healing magic, others that grant you spells of destructive power, or pick and choose between different apparitions as your environment and circumstances demand. You may consider your powers part of a sacred trust or see your unique abilities as a sign that you've been chosen as a champion of two worlds. Whether you advocate for mortals in the planes beyond or whether you represent the spirits' interests, you provide the bridge between realms.

Key Attribute: WISDOM

At 1st level, your class gives you an attribute boost to Wisdom.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Animist

During Combat Encounters...

You channel the power of spiritual entities called apparitions to cast potent spells and manipulate the battlefield to your advantage. You mix divine magic and the spells granted to you by your attuned apparitions to cast down your enemies or sustain your allies.

During Social Encounters...

You watch and listen, letting the whispers of spirits and otherworldly beings guide you toward sound judgment.

While Exploring...

You use your patient attention to detail, alongside clues and special senses gifted to you by your spiritual allies, to detect threats before they can ambush your companions or to notice hidden treasures that others might pass by.

In Downtime...

You seek out areas close to otherworldly entities who bring you strength or comfort. You might tend to grave sites, tread primeval wildernesses, or ride the rivers and seas. Animists attuned to apparitions of wisdom and knowledge may spend their quiet hours in libraries or temples.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Religion and either Nature or Occultism

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in animist class DC

Class Features

You gain these abilities as an animist. Abilities gained at higher levels list the level at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, apparition attunement, animist & apparition spellcasting, animistic practice

2

Animist feat, skill feat

3

2nd-rank spells, fortitude expertise, general feat, skill increase

4

Animist feat, skill feat

5

3rd-rank spells, attribute boosts, ancestry feat, skill increase

6

Animist feat, skill feat

7

4th-rank spells, expert spellcaster, general feat, skill increase, third apparition

8

Animist feat, skill feat

9

5th-rank spells, ancestry feat, perception expertise, skill increase

10

Attribute boosts, animist feat, skill feat

11

6th-rank spells, expert protections, general feat, simple weapon expertise, skill increase

12

Animist feat, skill feat

13

7th-rank spells, ancestry feat, master of mind and spirit, skill increase, weapon specialization

14

Animist feat, skill feat

15

8th-rank spells, attribute boosts, fourth apparition, general feat, master spellcaster, skill increase

16

Animist feat, skill feat

17

9th-rank spells, ancestry feat, skill increase

18

Animist feat, skill feat

19

General feat, legendary spellcaster, skill increase, supreme incarnation

20

Attribute boosts, animist feat, skill feat

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Apparition Attunement

@Embed[Compendium.pf2e.classfeatures.Item.AHMjKkIx21AoMc9W inline hr=false]

Animist & Apparition Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.h825m7hd9qDO3369 inline hr=false]

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

2+2

1+1

-

-

-

-

-

-

-

-

-

2

2+2

2+1

-

-

-

-

-

-

-

-

-

3

2+2

2+1

1+1

-

-

-

-

-

-

-

-

4

2+2

2+1

2+1

-

-

-

-

-

-

-

-

5

2+2

2+1

2+1

1+1

-

-

-

-

-

-

-

6

2+2

2+1

2+1

2+1

-

-

-

-

-

-

-

7

2+3

2+1

2+1

2+1

1+1

-

-

-

-

-

-

8

2+3

2+1

2+1

2+1

2+1

-

-

-

-

-

-

9

2+3

2+1

2+1

2+1

2+1

1+1

-

-

-

-

-

10

2+3

2+2

2+2

2+2

2+1

2+1

-

-

-

-

-

11

2+3

2+2

2+2

2+2

2+2

2+1

1+1

-

-

-

-

12

2+3

2+2

2+2

2+2

2+2

2+1

2+1

-

-

-

-

13

2+3

2+2

2+2

2+2

2+2

2+2

2+1

1+1

-

-

-

14

2+3

2+2

2+2

2+2

2+2

2+2

2+1

2+1

-

-

-

15

2+4

2+2

2+2

2+2

2+2

2+2

2+2

2+1

1+1

-

-

16

2+4

2+2

2+2

2+2

2+2

2+2

2+2

2+1

2+1

-

-

17

2+4

2+2

2+2

2+2

2+2

2+2

2+2

2+2

2+1

1+1

-

18

2+4

2+2

2+2

2+2

2+2

2+2

2+2

2+2

2+1

2+1

-

19

2+4

2+2

2+2

2+2

2+2

2+2

2+2

2+2

2+2

2+1

0+1*

20

2+4

2+2

2+2

2+2

2+2

2+2

2+2

2+2

2+2

2+1

0+1*

The number before a plus sign indicates your spell slots via animist spellcasting, and the number after it indicates your spell slots from apparition spellcasting. For instance, a 2nd-level animist has \"2+1\" 1st-rank spell slots, meaning they can prepare two 1st-rank spells via animist spellcasting, and they also have one spell slot to spontaneously cast an apparition spell.

* The supreme apparition class feature gives you a 10th-rank apparition slot that works a bit differently from other spells.

Animistic Practice

@Embed[Compendium.pf2e.classfeatures.Item.P3rO6yeGY7YbccRG inline hr=false]

Animistic Practices can be found here: @UUID[Compendium.pf2e.classfeatures.Item.Liturgist], @UUID[Compendium.pf2e.classfeatures.Item.Medium], @UUID[Compendium.pf2e.classfeatures.Item.Seer], @UUID[Compendium.pf2e.classfeatures.Item.Shaman]

Animist Feats Level 2

At 2nd level and every even-numbered level, you gain an animist class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Fortitude Expertise Level 3

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.animist.Description]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or to become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.animist.Expert]

Third Apparition Level 7

@Embed[Compendium.pf2e.classfeatures.Item.bRAjde9LlavcOUuM inline hr=false]

Perception Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline hr=false]

Expert Protections Level 11

@Embed[Compendium.pf2e.classfeatures.Item.SgY4tejqWzTpEjfi inline hr=false]

Simple Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.SimpleWeaponExpertise.animist.Description]

Master of Mind and Spirit Level 13

@Embed[Compendium.pf2e.classfeatures.Item.8LhwKWBxF2lgxEG5 inline hr=false]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Fourth Apparition Level 15

@Embed[Compendium.pf2e.classfeatures.Item.avLo2Jl3mNWssp0W inline hr=false]

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.animist.Master]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.animist.Legendary]

Supreme Incarnation Level 19

@Embed[Compendium.pf2e.classfeatures.Item.1MHXjNczVZfVvDP6 inline hr=false]

", "format": 1 }, "title": { @@ -52,14 +57,14 @@ }, { "_id": "lvuutBI9BSCU6cWe", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Barbarian", "sort": 300000, "src": null, "system": {}, "text": { - "content": "

Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Your rages draw upon a vicious instinct, which you might associate with an animal, a spirit, or some part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the storm of emotions inside them and release their rage only when it matters most.

Key Attribute: STRENGTH

At 1st level, your class gives you an attribute boost to Strength.

Hit Points: 12 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Barbarian

During Combat Encounters...

You summon your rage and rush to the front lines to smash your way through. Offense is your best defense-you'll need to drop foes before they can exploit your relatively low defenses.

During Social Encounters...

You use intimidation to get what you need, especially when gentler persuasion can't get the job done.

While Exploring...

You look out for danger, ready to rush headfirst into battle in an instant. You climb the challenging rock wall and drop a rope for others to follow, and you wade into the risky currents to reach the hidden switch beneath the water's surface. If something needs breaking, you're up to the task!

In Downtime...

You might head to a tavern to carouse, build up the fearsome legend of your mighty deeds, or recruit followers to become a warlord in your own right.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Athletics

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in barbarian class DC

Class Features

You gain these features as a Barbarian. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, Rage, Quick-Tempered instinct, barbarian feat
2Barbarian feat, skill feat
3Furious footfalls, general feat, skill increase
4Barbarian feat, skill feat
5Ancestry feat, attribute boosts, brutality, skill increase
6Barbarian feat, skill feat
7General feat, juggernaut, skill increase, weapon specialization
8Barbarian feat, skill feat
9Ancestry feat, raging resistance, reflex expertise, skill increase
10Attribute boosts, barbarian feat, skill feat
11General feat, mighty rage, skill increase
12Barbarian feat, skill feat
13Ancestry feat, greater juggernaut, medium armor expertise, skill increase, weapon mastery
14Barbarian feat, skill feat
15Attribute boosts, general feat, greater weapon specialization, indomitable will, skill increase
16Barbarian feat, skill feat
17Ancestry feat, perception mastery, revitalizing rage, skill increase
18Barbarian feat, skill feat
19Armor mastery, devastator, general feat, skill increase
20Attribute boosts, barbarian feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.

Rage

You gain the Rage action, which lets you fly into a frenzy.

@UUID[Compendium.pf2e.actionspf2e.Item.Rage] A

Requirements You aren't @UUID[Compendium.pf2e.conditionitems.Item.Fatigued] or raging.


You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging:

Quick-Tempered

@Embed[Compendium.pf2e.classfeatures.Item.04lXNnt73rF3RNc4 inline hr=false]

Quick-Tempered F

Trigger You roll initiative.

Requirements You are not encumbered or wearing heavy armor.


So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.

Instinct

@Embed[Compendium.pf2e.classfeatures.Item.dU7xRpg4kFd01hwZ inline hr=false]

Instincts can be found here: @UUID[Compendium.pf2e.classfeatures.Item.Animal Instinct], @UUID[Compendium.pf2e.classfeatures.Item.Dragon Instinct], @UUID[Compendium.pf2e.classfeatures.Item.Elemental Instinct], @UUID[Compendium.pf2e.classfeatures.Item.Fury Instinct], @UUID[Compendium.pf2e.classfeatures.Item.Giant Instinct], @UUID[Compendium.pf2e.classfeatures.Item.Spirit Instinct], and @UUID[Compendium.pf2e.classfeatures.Item.Superstition Instinct].

Barbarian Feats

At 1st level and every even-numbered level thereafter, you gain a barbarian class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Furious Footfalls Level 3

@Embed[Compendium.pf2e.classfeatures.Item.fctFBBqWwwwdbgdx inline hr=false]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Brutality Level 5

@Embed[Compendium.pf2e.classfeatures.Item.EEUTd0jAyfwTLzjk inline hr=false]

Juggernaut Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Juggernaut.barbarian.Description]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Raging Resistance Level 9

Repeated exposure and toughened skin allow you to fend off harm. While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct.

Reflex Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.TUOeATt52P43r5W0 inline hr=false]

Mighty Rage Level 11

@Embed[Compendium.pf2e.classfeatures.Item.88Q33X2a0iYPkbzd inline hr=false]

Greater Juggernaut Level 13

@Embed[Compendium.pf2e.classfeatures.Item.TuL0UfqH14MtqYVh inline hr=false]

Medium Armor Expertise Level 13

@Embed[Compendium.pf2e.classfeatures.Item.FCEp9jjxxgRJDJV3 inline hr=false]

Weapon Mastery Level 13

Your rage makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.7JjhxMFo8DMwpGx0 inline hr=false]

Indomitable Will Level 15

@Embed[Compendium.pf2e.classfeatures.Item.BZnqKnqKVImjSIFE inline hr=false]

Perception Mastery Level 17

@Localize[PF2E.SpecificRule.ClassFeatures.PerceptionMastery.barbarian.Description]

Revitalizing Rage Level 17

@Embed[Compendium.pf2e.classfeatures.Item.qMtyQGUllPdgpzUo inline hr=false]

Armor Mastery Level 19

Your training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.

Devastator Level 19

@Embed[Compendium.pf2e.classfeatures.Item.VLiT503OLOM3vaDx inline hr=false]

", + "content": "

Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Your rages draw upon a vicious instinct, which you might associate with an animal, a spirit, or some part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the storm of emotions inside them and release their rage only when it matters most.

Key Attribute: STRENGTH

At 1st level, your class gives you an attribute boost to Strength.

Hit Points: 12 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Barbarian

During Combat Encounters...

You summon your rage and rush to the front lines to smash your way through. Offense is your best defense-you'll need to drop foes before they can exploit your relatively low defenses.

During Social Encounters...

You use intimidation to get what you need, especially when gentler persuasion can't get the job done.

While Exploring...

You look out for danger, ready to rush headfirst into battle in an instant. You climb the challenging rock wall and drop a rope for others to follow, and you wade into the risky currents to reach the hidden switch beneath the water's surface. If something needs breaking, you're up to the task!

In Downtime...

You might head to a tavern to carouse, build up the fearsome legend of your mighty deeds, or recruit followers to become a warlord in your own right.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Athletics

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in barbarian class DC

Class Features

You gain these features as a Barbarian. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, Rage, Quick-Tempered instinct, barbarian feat

2

Barbarian feat, skill feat

3

Furious footfalls, general feat, skill increase

4

Barbarian feat, skill feat

5

Ancestry feat, attribute boosts, brutality, skill increase

6

Barbarian feat, skill feat

7

General feat, juggernaut, skill increase, weapon specialization

8

Barbarian feat, skill feat

9

Ancestry feat, raging resistance, reflex expertise, skill increase

10

Attribute boosts, barbarian feat, skill feat

11

General feat, mighty rage, skill increase

12

Barbarian feat, skill feat

13

Ancestry feat, greater juggernaut, medium armor expertise, skill increase, weapon mastery

14

Barbarian feat, skill feat

15

Attribute boosts, general feat, greater weapon specialization, indomitable will, skill increase

16

Barbarian feat, skill feat

17

Ancestry feat, perception mastery, revitalizing rage, skill increase

18

Barbarian feat, skill feat

19

Armor mastery, devastator, general feat, skill increase

20

Attribute boosts, barbarian feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.

Rage

You gain the Rage action, which lets you fly into a frenzy.

@UUID[Compendium.pf2e.actionspf2e.Item.Rage] A

Requirements You aren't @UUID[Compendium.pf2e.conditionitems.Item.Fatigued] or raging.


You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging:

Quick-Tempered

@Embed[Compendium.pf2e.classfeatures.Item.04lXNnt73rF3RNc4 inline hr=false]

Quick-Tempered F

Trigger You roll initiative.

Requirements You are not encumbered or wearing heavy armor.


So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.

Instinct

@Embed[Compendium.pf2e.classfeatures.Item.dU7xRpg4kFd01hwZ inline hr=false]

Instincts can be found here: @UUID[Compendium.pf2e.classfeatures.Item.Animal Instinct], @UUID[Compendium.pf2e.classfeatures.Item.Dragon Instinct], @UUID[Compendium.pf2e.classfeatures.Item.Elemental Instinct], @UUID[Compendium.pf2e.classfeatures.Item.Fury Instinct], @UUID[Compendium.pf2e.classfeatures.Item.Giant Instinct], @UUID[Compendium.pf2e.classfeatures.Item.Spirit Instinct], and @UUID[Compendium.pf2e.classfeatures.Item.Superstition Instinct].

Barbarian Feats

At 1st level and every even-numbered level thereafter, you gain a barbarian class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Furious Footfalls Level 3

@Embed[Compendium.pf2e.classfeatures.Item.fctFBBqWwwwdbgdx inline hr=false]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Brutality Level 5

@Embed[Compendium.pf2e.classfeatures.Item.EEUTd0jAyfwTLzjk inline hr=false]

Juggernaut Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Juggernaut.barbarian.Description]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Raging Resistance Level 9

Repeated exposure and toughened skin allow you to fend off harm. While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct.

Reflex Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.TUOeATt52P43r5W0 inline hr=false]

Mighty Rage Level 11

@Embed[Compendium.pf2e.classfeatures.Item.88Q33X2a0iYPkbzd inline hr=false]

Greater Juggernaut Level 13

@Embed[Compendium.pf2e.classfeatures.Item.TuL0UfqH14MtqYVh inline hr=false]

Medium Armor Expertise Level 13

@Embed[Compendium.pf2e.classfeatures.Item.FCEp9jjxxgRJDJV3 inline hr=false]

Weapon Mastery Level 13

Your rage makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.7JjhxMFo8DMwpGx0 inline hr=false]

Indomitable Will Level 15

@Embed[Compendium.pf2e.classfeatures.Item.BZnqKnqKVImjSIFE inline hr=false]

Perception Mastery Level 17

@Localize[PF2E.SpecificRule.ClassFeatures.PerceptionMastery.barbarian.Description]

Revitalizing Rage Level 17

@Embed[Compendium.pf2e.classfeatures.Item.qMtyQGUllPdgpzUo inline hr=false]

Armor Mastery Level 19

Your training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.

Devastator Level 19

@Embed[Compendium.pf2e.classfeatures.Item.VLiT503OLOM3vaDx inline hr=false]

", "format": 1 }, "title": { @@ -74,14 +79,14 @@ }, { "_id": "Tz0NWVqhZyt8EyUV", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Bard", "sort": 400000, "src": null, "system": {}, "text": { - "content": "

You are a master of artistry, a scholar of hidden secrets, and a captivating persuader. Using powerful performances, you influence minds and elevate souls to new levels of heroics. You might use your powers to become a charismatic leader, or perhaps you might instead be a counselor, manipulator, scholar, scoundrel, or virtuoso. While your versatility leads some to consider you a beguiling ne'er-do-well and a jack-of-all-trades, it's dangerous to dismiss you as a master of none.

Key Attribute: CHARISMA

At 1st level, your class gives you an attribute boost to Charisma.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Bard

During Combat Encounters...

You use magical performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful spells as needed.

During Social Encounters...

You persuade, prevaricate, and threaten with ease.

While Exploring...

You're a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group's adventure. Your spells and performances inspire your allies to greater discovery and success.

In Downtime...

You can earn money and prestige with your performances, gaining a name for yourself and acquiring patrons. Eventually, tales of your talents and triumphs might attract other bards to study your techniques in a bardic college.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Occultism

Trained in Performance

Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in bard class DC

Class Features

You gain these features as a Bard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, bard spellcasting, initial proficiencies, spell repertoire, composition spells, muse
2Bard feat, skill feat
32nd-rank spells, general feat, reflex expertise, signature spells, skill increase
4Bard feat, skill feat
53rd-rank spells, attribute boosts, ancestry feat, skill increase
6Bard feat, skill feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Bard feat, skill feat
95th-rank spells, ancestry feat, fortitude expertise, performer's heart, skill increase
10Attribute boosts, bard feat, skill feat
116th-rank spells, bard weapon expertise, general feat, skill increase, perception mastery
12Bard feat, skill feat
137th-rank spells, ancestry feat, light armor expertise, skill increase, weapon specialization
14Bard feat, skill feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Bard feat, skill feat
179th-rank spells, ancestry feat, greater performer's heart, skill increase
18Bard feat, skill feat
19General feat, legendary spellcaster, magnum opus, skill increase
20Attribute boosts, bard feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Composition Spells

@Embed[Compendium.pf2e.classfeatures.Item.s0VbbQJNlSgPocui inline hr=false]

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Muses

As a bard, you select one muse at 1st level. This muse leads you to great things, and might be a physical creature, a deity, a philosophy, or a captivating mystery.

Muses can be found here: @UUID[Compendium.pf2e.classfeatures.Item.Maestro], @UUID[Compendium.pf2e.classfeatures.Item.Polymath], @UUID[Compendium.pf2e.classfeatures.Item.Enigma], and @UUID[Compendium.pf2e.classfeatures.Item.Warrior].

Bard Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.fEOj0eOBe34qYdAa inline hr=false]

Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152---------
253---------
3532--------
4533--------
55332-------
65333-------
753332------
853333------
9533332-----
10533333-----
115333332----
125333333----
1353333332---
1453333333---
15533333332--
16533333333--
175333333332-
185333333333-
1953333333331*
2053333333331*
* The magnum opus class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Spell Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.bard.PartOne]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.bard.PartTwo]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.bard.PartThree]

Swapping Spells in Your Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.bard.SpellSwapping]

Bard Feats Level 2

At 2nd level and every even-numbered level, you gain a bard class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Reflex Expertise Level 3

@Embed[Compendium.pf2e.classfeatures.Item.TUOeATt52P43r5W0 inline hr=false]

Signature Spells Level 3

@Embed[Compendium.pf2e.classfeatures.Item.VKRjmXxBFLrJK01c inline hr=false]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.bard.Expert]

Fortitude Expertise Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.bard.Description]

Performer's Heart Level 9

@Embed[Compendium.pf2e.classfeatures.Item.nPwYSuMLkJWMB4CH inline hr=false]

Bard Weapon Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.4lp8oG9A3zuqhPBS inline hr=false]

Perception Mastery Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.PerceptionMastery.bard.Description]

Light Armor Expertise Level 13

@Embed[Compendium.pf2e.classfeatures.Item.pZYkb12t5DSwtts7 inline hr=false]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.bard.Master]

Greater Performer's Heart Level 17

@Embed[Compendium.pf2e.classfeatures.Item.mRobjNNsABQdUUZq inline hr=false]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.bard.Legendary]

Magnum Opus Level 19

@Embed[Compendium.pf2e.classfeatures.Item.NjsOpWbbzUY2Hpk3 inline hr=false]

", + "content": "

You are a master of artistry, a scholar of hidden secrets, and a captivating persuader. Using powerful performances, you influence minds and elevate souls to new levels of heroics. You might use your powers to become a charismatic leader, or perhaps you might instead be a counselor, manipulator, scholar, scoundrel, or virtuoso. While your versatility leads some to consider you a beguiling ne'er-do-well and a jack-of-all-trades, it's dangerous to dismiss you as a master of none.

Key Attribute: CHARISMA

At 1st level, your class gives you an attribute boost to Charisma.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Bard

During Combat Encounters...

You use magical performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful spells as needed.

During Social Encounters...

You persuade, prevaricate, and threaten with ease.

While Exploring...

You're a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group's adventure. Your spells and performances inspire your allies to greater discovery and success.

In Downtime...

You can earn money and prestige with your performances, gaining a name for yourself and acquiring patrons. Eventually, tales of your talents and triumphs might attract other bards to study your techniques in a bardic college.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Occultism

Trained in Performance

Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in bard class DC

Class Features

You gain these features as a Bard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, bard spellcasting, initial proficiencies, spell repertoire, composition spells, muse

2

Bard feat, skill feat

3

2nd-rank spells, general feat, reflex expertise, signature spells, skill increase

4

Bard feat, skill feat

5

3rd-rank spells, attribute boosts, ancestry feat, skill increase

6

Bard feat, skill feat

7

4th-rank spells, expert spellcaster, general feat, skill increase

8

Bard feat, skill feat

9

5th-rank spells, ancestry feat, fortitude expertise, performer's heart, skill increase

10

Attribute boosts, bard feat, skill feat

11

6th-rank spells, bard weapon expertise, general feat, skill increase, perception mastery

12

Bard feat, skill feat

13

7th-rank spells, ancestry feat, light armor expertise, skill increase, weapon specialization

14

Bard feat, skill feat

15

8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase

16

Bard feat, skill feat

17

9th-rank spells, ancestry feat, greater performer's heart, skill increase

18

Bard feat, skill feat

19

General feat, legendary spellcaster, magnum opus, skill increase

20

Attribute boosts, bard feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Composition Spells

@Embed[Compendium.pf2e.classfeatures.Item.s0VbbQJNlSgPocui inline hr=false]

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Muses

As a bard, you select one muse at 1st level. This muse leads you to great things, and might be a physical creature, a deity, a philosophy, or a captivating mystery.

Muses can be found here: @UUID[Compendium.pf2e.classfeatures.Item.Maestro], @UUID[Compendium.pf2e.classfeatures.Item.Polymath], @UUID[Compendium.pf2e.classfeatures.Item.Enigma], and @UUID[Compendium.pf2e.classfeatures.Item.Warrior].

Bard Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.fEOj0eOBe34qYdAa inline hr=false]

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

5

2

-

-

-

-

-

-

-

-

-

2

5

3

-

-

-

-

-

-

-

-

-

3

5

3

2

-

-

-

-

-

-

-

-

4

5

3

3

-

-

-

-

-

-

-

-

5

5

3

3

2

-

-

-

-

-

-

-

6

5

3

3

3

-

-

-

-

-

-

-

7

5

3

3

3

2

-

-

-

-

-

-

8

5

3

3

3

3

-

-

-

-

-

-

9

5

3

3

3

3

2

-

-

-

-

-

10

5

3

3

3

3

3

-

-

-

-

-

11

5

3

3

3

3

3

2

-

-

-

-

12

5

3

3

3

3

3

3

-

-

-

-

13

5

3

3

3

3

3

3

2

-

-

-

14

5

3

3

3

3

3

3

3

-

-

-

15

5

3

3

3

3

3

3

3

2

-

-

16

5

3

3

3

3

3

3

3

3

-

-

17

5

3

3

3

3

3

3

3

3

2

-

18

5

3

3

3

3

3

3

3

3

3

-

19

5

3

3

3

3

3

3

3

3

3

1*

20

5

3

3

3

3

3

3

3

3

3

1*

* The magnum opus class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Spell Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.bard.PartOne]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.bard.PartTwo]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.bard.PartThree]

Swapping Spells in Your Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.bard.SpellSwapping]

Bard Feats Level 2

At 2nd level and every even-numbered level, you gain a bard class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Reflex Expertise Level 3

@Embed[Compendium.pf2e.classfeatures.Item.TUOeATt52P43r5W0 inline hr=false]

Signature Spells Level 3

@Embed[Compendium.pf2e.classfeatures.Item.VKRjmXxBFLrJK01c inline hr=false]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.bard.Expert]

Fortitude Expertise Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.bard.Description]

Performer's Heart Level 9

@Embed[Compendium.pf2e.classfeatures.Item.nPwYSuMLkJWMB4CH inline hr=false]

Bard Weapon Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.4lp8oG9A3zuqhPBS inline hr=false]

Perception Mastery Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.PerceptionMastery.bard.Description]

Light Armor Expertise Level 13

@Embed[Compendium.pf2e.classfeatures.Item.pZYkb12t5DSwtts7 inline hr=false]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.bard.Master]

Greater Performer's Heart Level 17

@Embed[Compendium.pf2e.classfeatures.Item.mRobjNNsABQdUUZq inline hr=false]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.bard.Legendary]

Magnum Opus Level 19

@Embed[Compendium.pf2e.classfeatures.Item.NjsOpWbbzUY2Hpk3 inline hr=false]

", "format": 1 }, "title": { @@ -96,14 +101,14 @@ }, { "_id": "rebppVgBVi8J6TT2", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Champion", "sort": 500000, "src": null, "system": {}, "text": { - "content": "

You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you devoutly pursue a cause that holds you apart from those around you. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as divine power you use to end the threats your deity opposes.

Key Attribute: STRENGTH OR DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Champion

During Combat Encounters...

You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.

During Social Encounters...

You are a voice of devoted authority, with strong intentions to embody the behaviors your deity encourages.

While Exploring...

You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and—when your fellow adventurers ask for it—providing guidance with a sure hand.

In Downtime...

You spend much of your time in solemn prayer and contemplation, rigorous training, and fulfilling the edicts of your cause, but that doesn't mean there isn't time to take up a craft or hobby.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Religion

Trained in one skill determined by your choice of deity

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in all armor

Trained in unarmored defense

Class DC

Trained in champion class DC

Spells

Trained in divine spell attacks

Trained in divine spell DCs

Class Features

You gain these features as a Champion. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, deity, cause, devotion spells, champion feat, shield block
2Champion feat, skill feat
3Blessing of the devoted, general feat, skill increase
4Champion feat, skill feat
5Attribute boosts, ancestry feat, skill increase, weapon expertise
6Champion feat, skill feat
7Armor expertise, general feat, skill increase, weapon specialization
8Champion feat, skill feat
9Ancestry feat, champion expertise, reflex expertise, relentless reaction, sacred body, skill increase
10Attribute boosts, champion feat, skill feat
11Divine will, exalted reaction, general feat, perception expertise, skill increase
12Champion feat, skill feat
13Ancestry feat, armor mastery, skill increase, weapon mastery
14Champion feat, skill feat
15Attribute boosts, general feat, greater weapon specialization, skill increase
16Champion feat, skill feat
17Ancestry feat, champion mastery, legendary armor, skill increase
18Champion feat, skill feat
19General feat, hero's defiance, skill increase
20Attribute boosts, champion feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.

Deity

@Embed[Compendium.pf2e.classfeatures.Item.ehL7mnkqxN5wIkgu inline hr=false]

Deific Weapon

@Embed[Compendium.pf2e.classfeatures.Item.FeBsYn2mHfMVDZvw inline hr=false]

Champion's Aura

@Embed[Compendium.pf2e.classfeatures.Item.0x76o5OxgEmvqIDp inline hr=false]

Cause

@Embed[Compendium.pf2e.classfeatures.Item.D4k8wuq1ncHFCBZz inline hr=false]

Devotion Spells

@Embed[Compendium.pf2e.classfeatures.Item.Q1VfQZp49hkhY0HY inline hr=false]

Champion Feats

At 1st level and every even-numbered level thereafter, you gain a champion class feat.

Shield Block

You gain the @UUID[Compendium.pf2e.feats-srd.Item.Shield Block] general feat, a reaction that lets you reduce damage with your shield.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Blessing of the Devoted Level 3

@Embed[Compendium.pf2e.classfeatures.Item.ERwuazupczhUSZ73 inline hr=false]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Expertise Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.champion.Description]

Armor Expertise Level 7

@Embed[Compendium.pf2e.classfeatures.Item.x5jaCJxsmD5sx3KB inline hr=false]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Champion Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.VgmfNKtQLgBaNi5r inline hr=false]

Reflex Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.TUOeATt52P43r5W0 inline hr=false]

Relentless Reaction Level 9

@Embed[Compendium.pf2e.classfeatures.Item.3XK573A7GH1rrLgO inline hr=false]

Sacred Body Level 9

@Embed[Compendium.pf2e.classfeatures.Item.AkIJrmsX3kjHqQ0b inline hr=false]

Divine Will Level 11

@Embed[Compendium.pf2e.classfeatures.Item.xygfZopqXBJ6dKBA inline hr=false]

Exalted Reaction Level 11

@Embed[Compendium.pf2e.classfeatures.Item.uptzvOLrZ3fctrl2 inline hr=false]

Perception Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline hr=false]

Armor Mastery Level 13

Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Weapon Mastery Level 13

@Embed[Compendium.pf2e.classfeatures.Item.i6563IU7x4L9oRgC inline hr=false]

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline hr=false]

Champion Mastery Level 17

@Embed[Compendium.pf2e.classfeatures.Item.z5G0o04uV65zyxDB inline hr=false]

Legendary Armor Level 17

@Embed[Compendium.pf2e.classfeatures.Item.voiSCh7ZXA2ogwiC inline hr=false]

Hero's Defiance Level 19

@Embed[Compendium.pf2e.classfeatures.Item.LzB6X9vOaq3wq1FZ inline hr=false]

", + "content": "

You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you devoutly pursue a cause that holds you apart from those around you. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as divine power you use to end the threats your deity opposes.

Key Attribute: STRENGTH OR DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Champion

During Combat Encounters...

You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.

During Social Encounters...

You are a voice of devoted authority, with strong intentions to embody the behaviors your deity encourages.

While Exploring...

You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and—when your fellow adventurers ask for it—providing guidance with a sure hand.

In Downtime...

You spend much of your time in solemn prayer and contemplation, rigorous training, and fulfilling the edicts of your cause, but that doesn't mean there isn't time to take up a craft or hobby.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Religion

Trained in one skill determined by your choice of deity

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in all armor

Trained in unarmored defense

Class DC

Trained in champion class DC

Spells

Trained in divine spell attacks

Trained in divine spell DCs

Class Features

You gain these features as a Champion. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, deity, cause, devotion spells, champion feat, shield block

2

Champion feat, skill feat

3

Blessing of the devoted, general feat, skill increase

4

Champion feat, skill feat

5

Attribute boosts, ancestry feat, skill increase, weapon expertise

6

Champion feat, skill feat

7

Armor expertise, general feat, skill increase, weapon specialization

8

Champion feat, skill feat

9

Ancestry feat, champion expertise, reflex expertise, relentless reaction, sacred body, skill increase

10

Attribute boosts, champion feat, skill feat

11

Divine will, exalted reaction, general feat, perception expertise, skill increase

12

Champion feat, skill feat

13

Ancestry feat, armor mastery, skill increase, weapon mastery

14

Champion feat, skill feat

15

Attribute boosts, general feat, greater weapon specialization, skill increase

16

Champion feat, skill feat

17

Ancestry feat, champion mastery, legendary armor, skill increase

18

Champion feat, skill feat

19

General feat, hero's defiance, skill increase

20

Attribute boosts, champion feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.

Deity

@Embed[Compendium.pf2e.classfeatures.Item.ehL7mnkqxN5wIkgu inline hr=false]

Deific Weapon

@Embed[Compendium.pf2e.classfeatures.Item.FeBsYn2mHfMVDZvw inline hr=false]

Champion's Aura

@Embed[Compendium.pf2e.classfeatures.Item.0x76o5OxgEmvqIDp inline hr=false]

Cause

@Embed[Compendium.pf2e.classfeatures.Item.D4k8wuq1ncHFCBZz inline hr=false]

Devotion Spells

@Embed[Compendium.pf2e.classfeatures.Item.Q1VfQZp49hkhY0HY inline hr=false]

Champion Feats

At 1st level and every even-numbered level thereafter, you gain a champion class feat.

Shield Block

You gain the @UUID[Compendium.pf2e.feats-srd.Item.Shield Block] general feat, a reaction that lets you reduce damage with your shield.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Blessing of the Devoted Level 3

@Embed[Compendium.pf2e.classfeatures.Item.ERwuazupczhUSZ73 inline hr=false]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Expertise Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.champion.Description]

Armor Expertise Level 7

@Embed[Compendium.pf2e.classfeatures.Item.x5jaCJxsmD5sx3KB inline hr=false]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Champion Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.VgmfNKtQLgBaNi5r inline hr=false]

Reflex Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.TUOeATt52P43r5W0 inline hr=false]

Relentless Reaction Level 9

@Embed[Compendium.pf2e.classfeatures.Item.3XK573A7GH1rrLgO inline hr=false]

Sacred Body Level 9

@Embed[Compendium.pf2e.classfeatures.Item.AkIJrmsX3kjHqQ0b inline hr=false]

Divine Will Level 11

@Embed[Compendium.pf2e.classfeatures.Item.xygfZopqXBJ6dKBA inline hr=false]

Exalted Reaction Level 11

@Embed[Compendium.pf2e.classfeatures.Item.uptzvOLrZ3fctrl2 inline hr=false]

Perception Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline hr=false]

Armor Mastery Level 13

Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Weapon Mastery Level 13

@Embed[Compendium.pf2e.classfeatures.Item.i6563IU7x4L9oRgC inline hr=false]

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline hr=false]

Champion Mastery Level 17

@Embed[Compendium.pf2e.classfeatures.Item.z5G0o04uV65zyxDB inline hr=false]

Legendary Armor Level 17

@Embed[Compendium.pf2e.classfeatures.Item.voiSCh7ZXA2ogwiC inline hr=false]

Hero's Defiance Level 19

@Embed[Compendium.pf2e.classfeatures.Item.LzB6X9vOaq3wq1FZ inline hr=false]

", "format": 1 }, "title": { @@ -118,14 +123,14 @@ }, { "_id": "N4ABcd6CcCbqmw3x", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Cleric", "sort": 600000, "src": null, "system": {}, "text": { - "content": "

Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity's favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.

Key Attribute: WISDOM

At 1st level, your class gives you an attribute boost to Wisdom.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Cleric

During Combat Encounters...

If you're a warpriest, you balance between casting spells and attacking with weapons- typically the favored weapon of your deity. If you're a cloistered cleric, you primarily cast spells. Most of your spells can boost, protect, or heal your allies. Depending on your deity, you get extra spells to heal your allies or harm your enemies.

During Social Encounters...

You might make diplomatic overtures or deliver impressive speeches. Because you're wise, you also pick up on falsehoods others tell.

While Exploring...

You detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.

In Downtime...

You might perform services at a temple, travel to spread the word of your deity, research scripture, celebrate holy days, or even found a new temple.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Religion

Trained in one skill determined by your choice of deity

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in the favored weapon of your deity. If your deity's favored weapon is uncommon, you also gain access to that weapon.

Trained in unarmed attacks

Defenses

Untrained in all armor, though your doctrine might alter this

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class Features

You gain these features as a Cleric. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, deity, cleric spellcasting, divine font, doctrine
2Cleric feat, skill feat
32nd-rank spells, general feat, second doctrine, skill increase
4Cleric feat, skill feat
53rd-rank spells, attribute boosts, ancestry feat, perception expertise, skill increase
6Cleric feat, skill feat
74th-rank spells, general feat, skill increase, third doctrine
8Cleric feat, skill feat
95th-rank spells, ancestry feat, resolute faith, skill increase
10Attribute boosts, cleric feat, skill feat
116th-rank spells, fourth doctrine, general feat, reflex expertise, skill increase
12Cleric feat, skill feat
137th-rank spells, ancestry feat, divine defense, skill increase, weapon specialization
14Cleric feat, skill feat
158th-rank spells, attribute boosts, fifth doctrine, general feat, skill increase
16Cleric feat, skill feat
179th-rank spells, ancestry feat, skill increase
18Cleric feat, skill feat
19Final doctrine, general feat, miraculous spell, skill increase
20Attribute boosts, cleric feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Deity

@Embed[Compendium.pf2e.classfeatures.Item.DutW12WMFPHBoLTH inline hr=false]

Divine Font

@Embed[Compendium.pf2e.classfeatures.Item.gblTFUOgolqFS9v4 inline hr=false]

Cleric Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.AvNbdGSOTWNRgcxs inline hr=false]

Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152*---------
253*---------
3532*--------
4533*--------
55332*-------
65333*-------
753332*------
853333*------
9533332*-----
10533333*-----
115333332*----
125333333*----
1353333332*---
1453333333*---
15533333332*--
16533333333*--
175333333332*-
185333333333*-
1953333333331*†
2053333333331*†

* Your divine font gives you additional heal or harm spells of this rank. The number is 4 at 1st level, 5 at 5th level, and 6 at 15th level.

† The miraculous spell class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Doctrine

@Embed[Compendium.pf2e.classfeatures.Item.tyrBwBTzo5t9Zho7 inline hr=false]

Cloistered Cleric

@Embed[Compendium.pf2e.classfeatures.Item.ZZzLMOUAtBVgV1DF inline hr=false]

Warpriest

@Embed[Compendium.pf2e.classfeatures.Item.0Aocw3igLwna9cjp inline hr=false]

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.

Cleric Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a cleric class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you're already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to the boost to Wisdom you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Perception Expertise Level 5

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline hr=false]

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Resolute Faith Level 9

@Embed[Compendium.pf2e.classfeatures.Item.0TjNGzs0FuD7JBf4 inline hr=false]

Reflex Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.TUOeATt52P43r5W0 inline hr=false]

Divine Defense Level 13

@Embed[Compendium.pf2e.classfeatures.Item.0mJTp4LdEHBLInoe inline hr=false]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Miraculous Spell Level 19

@Embed[Compendium.pf2e.classfeatures.Item.3uf31A91h3ywmlqm inline hr=false]

", + "content": "

Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity's favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed.

Key Attribute: WISDOM

At 1st level, your class gives you an attribute boost to Wisdom.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Cleric

During Combat Encounters...

If you're a warpriest, you balance between casting spells and attacking with weapons- typically the favored weapon of your deity. If you're a cloistered cleric, you primarily cast spells. Most of your spells can boost, protect, or heal your allies. Depending on your deity, you get extra spells to heal your allies or harm your enemies.

During Social Encounters...

You might make diplomatic overtures or deliver impressive speeches. Because you're wise, you also pick up on falsehoods others tell.

While Exploring...

You detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.

In Downtime...

You might perform services at a temple, travel to spread the word of your deity, research scripture, celebrate holy days, or even found a new temple.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Religion

Trained in one skill determined by your choice of deity

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in the favored weapon of your deity. If your deity's favored weapon is uncommon, you also gain access to that weapon.

Trained in unarmed attacks

Defenses

Untrained in all armor, though your doctrine might alter this

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class Features

You gain these features as a Cleric. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, deity, cleric spellcasting, divine font, doctrine

2

Cleric feat, skill feat

3

2nd-rank spells, general feat, second doctrine, skill increase

4

Cleric feat, skill feat

5

3rd-rank spells, attribute boosts, ancestry feat, perception expertise, skill increase

6

Cleric feat, skill feat

7

4th-rank spells, general feat, skill increase, third doctrine

8

Cleric feat, skill feat

9

5th-rank spells, ancestry feat, resolute faith, skill increase

10

Attribute boosts, cleric feat, skill feat

11

6th-rank spells, fourth doctrine, general feat, reflex expertise, skill increase

12

Cleric feat, skill feat

13

7th-rank spells, ancestry feat, divine defense, skill increase, weapon specialization

14

Cleric feat, skill feat

15

8th-rank spells, attribute boosts, fifth doctrine, general feat, skill increase

16

Cleric feat, skill feat

17

9th-rank spells, ancestry feat, skill increase

18

Cleric feat, skill feat

19

Final doctrine, general feat, miraculous spell, skill increase

20

Attribute boosts, cleric feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Deity

@Embed[Compendium.pf2e.classfeatures.Item.DutW12WMFPHBoLTH inline hr=false]

Divine Font

@Embed[Compendium.pf2e.classfeatures.Item.gblTFUOgolqFS9v4 inline hr=false]

Cleric Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.AvNbdGSOTWNRgcxs inline hr=false]

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

5

2*

-

-

-

-

-

-

-

-

-

2

5

3*

-

-

-

-

-

-

-

-

-

3

5

3

2*

-

-

-

-

-

-

-

-

4

5

3

3*

-

-

-

-

-

-

-

-

5

5

3

3

2*

-

-

-

-

-

-

-

6

5

3

3

3*

-

-

-

-

-

-

-

7

5

3

3

3

2*

-

-

-

-

-

-

8

5

3

3

3

3*

-

-

-

-

-

-

9

5

3

3

3

3

2*

-

-

-

-

-

10

5

3

3

3

3

3*

-

-

-

-

-

11

5

3

3

3

3

3

2*

-

-

-

-

12

5

3

3

3

3

3

3*

-

-

-

-

13

5

3

3

3

3

3

3

2*

-

-

-

14

5

3

3

3

3

3

3

3*

-

-

-

15

5

3

3

3

3

3

3

3

2*

-

-

16

5

3

3

3

3

3

3

3

3*

-

-

17

5

3

3

3

3

3

3

3

3

2*

-

18

5

3

3

3

3

3

3

3

3

3*

-

19

5

3

3

3

3

3

3

3

3

3

1*†

20

5

3

3

3

3

3

3

3

3

3

1*†

* Your divine font gives you additional heal or harm spells of this rank. The number is 4 at 1st level, 5 at 5th level, and 6 at 15th level.

† The miraculous spell class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Doctrine

@Embed[Compendium.pf2e.classfeatures.Item.tyrBwBTzo5t9Zho7 inline hr=false]

Cloistered Cleric

@Embed[Compendium.pf2e.classfeatures.Item.ZZzLMOUAtBVgV1DF inline hr=false]

Warpriest

@Embed[Compendium.pf2e.classfeatures.Item.0Aocw3igLwna9cjp inline hr=false]

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.

Cleric Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a cleric class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you're already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to the boost to Wisdom you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Perception Expertise Level 5

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline hr=false]

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Resolute Faith Level 9

@Embed[Compendium.pf2e.classfeatures.Item.0TjNGzs0FuD7JBf4 inline hr=false]

Reflex Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.TUOeATt52P43r5W0 inline hr=false]

Divine Defense Level 13

@Embed[Compendium.pf2e.classfeatures.Item.0mJTp4LdEHBLInoe inline hr=false]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Miraculous Spell Level 19

@Embed[Compendium.pf2e.classfeatures.Item.3uf31A91h3ywmlqm inline hr=false]

", "format": 1, "markdown": "" }, @@ -141,14 +146,14 @@ }, { "_id": "8ElntNAGahQka70r", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Druid", "sort": 700000, "src": null, "system": {}, "text": { - "content": "

The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it - and an agonizing death to those who take it too lightly. You are one of those who hear nature's call. You stand in awe of the majesty of its power and give yourself over to its service.

Key Attribute: WISDOM

At 1st level, your class gives you an attribute boost to Wisdom.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Druid

During Combat Encounters...

You call upon the forces of nature to defeat your enemies and protect your allies. You cast spells that draw upon primal magic to protect yourself and your friends, heal their wounds, or summon deadly animals to fight at your side. Depending on your bond to nature, you might call upon powerful elemental magic or change shape into a terrifying beast.

During Social Encounters...

You represent balance and a reasoned approach to problems, looking for solutions that not only are best for the natural world, but also allow the creatures within it to live in harmony and peace. You often propose compromises that allow both sides to gain what they truly need, even if they can't have all that they desire.

While Exploring...

Your nature skills are invaluable. You track down enemies, navigate the wilderness, and use spells to detect magical auras around you. You might even ask wild animals to lend their extraordinary senses and scouting abilities to your group.

In Downtime...

You might craft magic items or potions. Alternatively, your tie to nature might lead you to tend a wilderness area, befriending beasts and healing the wounds caused by civilization. You might even teach sustainable farming and animal husbandry techniques that allow others to subsist off the land without harming the natural balance.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Nature

Trained in one skill determined by your druidic order

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class Features

You gain these features as a Druid. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, druid spellcasting, anathema, druidic order, Shield Block, voice of nature, Wildsong
2Druid feat, skill feat
32nd-rank spells, fortitude expertise, general feat, perception expertise, skill increase
4Druid feat, skill feat
53rd-rank spells, attribute boosts, ancestry feat, reflex expertise, skill increase
6Druid feat, skill feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Druid feat, skill feat
95th-rank spells, ancestry feat, skill increase
10Attribute boosts, druid feat, skill feat
116th-rank spells, general feat, skill increase, weapon expertise, wild willpower
12Druid feat, skill feat
137th-rank spells, ancestry feat, medium armor expertise, skill increase, weapon specialization
14Druid feat, skill feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Druid feat, skill feat
179th-rank spells, ancestry feat, skill increase
18Druid feat, skill feat
19General feat, legendary spellcaster, primal hierophant, skill increase
20Attribute boosts, druid feat, skill feat

Anathema

@Embed[Compendium.pf2e.classfeatures.Item.nfBn8QB6HVdzpTFV inline hr=false]

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Wildsong

@Embed[Compendium.pf2e.classfeatures.Item.RiAGlnnp4S21BAG3 inline hr=false]

Druidic Order

@Embed[Compendium.pf2e.classfeatures.Item.8STJEFVJISujgpMR inline hr=false]

Initial Proficiencies

At 1st level you gain a number of proficiencies, representing your basic training. These proficiencies are noted at the start of this class.

Druid Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.b8pnRxGuNzG0buuh inline hr=false]

Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152---------
253---------
3532--------
4533--------
55332-------
65333-------
753332------
853333------
9533332-----
10533333-----
115333332----
125333333----
1353333332---
1453333333---
15533333332--
16533333333--
175333333332-
185333333333-
1953333333331*
2053333333331*
* The primal hierophant class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Shield Block

@Embed[Compendium.pf2e.classfeatures.Item.eZNCckLzbH3GyncH inline hr=false]

Voice of Nature

@Embed[Compendium.pf2e.classfeatures.Item.d5BFFHXFJYKs5LXr inline hr=false]

Druid Feats Level 2

At 2nd level and every even-numbered level, you gain a druid class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Perception Expertise 3

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline hr=false]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Fortitude Expertise Level 3

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.druid.Description]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Reflex Expertise Level 5

You've honed your ability to dodge dangers. Your proficiency rank for Reflex saves increases to expert.

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.druid.Expert]

Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.druid.Description]

Wild Willpower Level 11

@Embed[Compendium.pf2e.classfeatures.Item.yqaRnXFjRnFWsWvY inline hr=false]

Medium Armor Expertise Level 13

@Embed[Compendium.pf2e.classfeatures.Item.FCEp9jjxxgRJDJV3 inline hr=false]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.druid.Master]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.druid.Legendary]

Primal Hierophant Level 19

@Embed[Compendium.pf2e.classfeatures.Item.nzgb43mQmLgaqDoQ inline hr=false]

", + "content": "

The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it - and an agonizing death to those who take it too lightly. You are one of those who hear nature's call. You stand in awe of the majesty of its power and give yourself over to its service.

Key Attribute: WISDOM

At 1st level, your class gives you an attribute boost to Wisdom.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Druid

During Combat Encounters...

You call upon the forces of nature to defeat your enemies and protect your allies. You cast spells that draw upon primal magic to protect yourself and your friends, heal their wounds, or summon deadly animals to fight at your side. Depending on your bond to nature, you might call upon powerful elemental magic or change shape into a terrifying beast.

During Social Encounters...

You represent balance and a reasoned approach to problems, looking for solutions that not only are best for the natural world, but also allow the creatures within it to live in harmony and peace. You often propose compromises that allow both sides to gain what they truly need, even if they can't have all that they desire.

While Exploring...

Your nature skills are invaluable. You track down enemies, navigate the wilderness, and use spells to detect magical auras around you. You might even ask wild animals to lend their extraordinary senses and scouting abilities to your group.

In Downtime...

You might craft magic items or potions. Alternatively, your tie to nature might lead you to tend a wilderness area, befriending beasts and healing the wounds caused by civilization. You might even teach sustainable farming and animal husbandry techniques that allow others to subsist off the land without harming the natural balance.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Nature

Trained in one skill determined by your druidic order

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class Features

You gain these features as a Druid. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, druid spellcasting, anathema, druidic order, Shield Block, voice of nature, Wildsong

2

Druid feat, skill feat

3

2nd-rank spells, fortitude expertise, general feat, perception expertise, skill increase

4

Druid feat, skill feat

5

3rd-rank spells, attribute boosts, ancestry feat, reflex expertise, skill increase

6

Druid feat, skill feat

7

4th-rank spells, expert spellcaster, general feat, skill increase

8

Druid feat, skill feat

9

5th-rank spells, ancestry feat, skill increase

10

Attribute boosts, druid feat, skill feat

11

6th-rank spells, general feat, skill increase, weapon expertise, wild willpower

12

Druid feat, skill feat

13

7th-rank spells, ancestry feat, medium armor expertise, skill increase, weapon specialization

14

Druid feat, skill feat

15

8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase

16

Druid feat, skill feat

17

9th-rank spells, ancestry feat, skill increase

18

Druid feat, skill feat

19

General feat, legendary spellcaster, primal hierophant, skill increase

20

Attribute boosts, druid feat, skill feat

Anathema

@Embed[Compendium.pf2e.classfeatures.Item.nfBn8QB6HVdzpTFV inline hr=false]

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Wildsong

@Embed[Compendium.pf2e.classfeatures.Item.RiAGlnnp4S21BAG3 inline hr=false]

Druidic Order

@Embed[Compendium.pf2e.classfeatures.Item.8STJEFVJISujgpMR inline hr=false]

Initial Proficiencies

At 1st level you gain a number of proficiencies, representing your basic training. These proficiencies are noted at the start of this class.

Druid Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.b8pnRxGuNzG0buuh inline hr=false]

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

5

2

-

-

-

-

-

-

-

-

-

2

5

3

-

-

-

-

-

-

-

-

-

3

5

3

2

-

-

-

-

-

-

-

-

4

5

3

3

-

-

-

-

-

-

-

-

5

5

3

3

2

-

-

-

-

-

-

-

6

5

3

3

3

-

-

-

-

-

-

-

7

5

3

3

3

2

-

-

-

-

-

-

8

5

3

3

3

3

-

-

-

-

-

-

9

5

3

3

3

3

2

-

-

-

-

-

10

5

3

3

3

3

3

-

-

-

-

-

11

5

3

3

3

3

3

2

-

-

-

-

12

5

3

3

3

3

3

3

-

-

-

-

13

5

3

3

3

3

3

3

2

-

-

-

14

5

3

3

3

3

3

3

3

-

-

-

15

5

3

3

3

3

3

3

3

2

-

-

16

5

3

3

3

3

3

3

3

3

-

-

17

5

3

3

3

3

3

3

3

3

2

-

18

5

3

3

3

3

3

3

3

3

3

-

19

5

3

3

3

3

3

3

3

3

3

1*

20

5

3

3

3

3

3

3

3

3

3

1*

* The primal hierophant class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Shield Block

@Embed[Compendium.pf2e.classfeatures.Item.eZNCckLzbH3GyncH inline hr=false]

Voice of Nature

@Embed[Compendium.pf2e.classfeatures.Item.d5BFFHXFJYKs5LXr inline hr=false]

Druid Feats Level 2

At 2nd level and every even-numbered level, you gain a druid class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Perception Expertise 3

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General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Fortitude Expertise Level 3

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.druid.Description]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Reflex Expertise Level 5

You've honed your ability to dodge dangers. Your proficiency rank for Reflex saves increases to expert.

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.druid.Expert]

Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.druid.Description]

Wild Willpower Level 11

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Medium Armor Expertise Level 13

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Weapon Specialization Level 13

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Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.druid.Master]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.druid.Legendary]

Primal Hierophant Level 19

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", "format": 1 }, "title": { @@ -163,14 +168,14 @@ }, { "_id": "CIQggvnSfmuLa7eH", - "category": null, + "category": "okLKpZprx8STrJnJ", "image": {}, "name": "Exemplar", "sort": 800000, "src": null, "system": {}, "text": { - "content": "

As the war god died, his power rained through the many planes of creation, sparking conflict and instilling divine energy in those previously without it. Whether you were directly touched by this power, claimed it from an ancient being or artifact, or whether it awoke something long dormant in your lineage, a spark of the divine now blazes within your soul, granting you abilities, sacred weapons, and divine signifiers that reach into the realm previously reserved for gods and legends. How you wield these tools and grow your power is for you to decide—you may become a hero or you may turn to selfish ends, but one thing is certain: you intend to carve your epithet in history, immortalized in the memory of gods and mortals alike.

Key Attribute: STRENGTH or DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Exemplar

During Combat Encounters...

You fight on the vanguard, scattering lesser foes to the winds. You concentrate your divine energy into the right weapon or tool for the moment. When an arrow strikes your skin, it stings no more than a flea; when your spear strikes forward, it can pierce gods.

During Social Encounters...

You naturally cut a larger-than-life figure. You may use your personal magnetism to inspire others, or you might be a lone and brooding figure who seldom speaks. Either way, your actions and words hang in the air with weight.

While Exploring...

You feel for the flow of fate, knowing that your path will bring you to your next quest. You may take special interest in certain aspects of nature, society, or the cosmos as your divine spark begins to find itself drawn to certain powers.

In Downtime...

Inactivity rarely suits an exemplar, so you seek out additional deeds or quests to spread your name. You might search for creatures to slay, compete in athletic contests, or quest for lost artifacts.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way

Rarity

Rare

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Religion

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in exemplar class DC

Class Features

You gain these abilities as an exemplar. Abilities gained at higher levels list the level at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, divine spark and ikons, exemplar feat, humble strikes, Shield Block
2Exemplar feat, skill feat
3General feat, root epithet, skill increase
4Exemplar feat, skill feat
5Attribute boosts, ancestry feat, skill increase, weapon expertise
6Exemplar feat, skill feat
7Dominion epithet, general feat, skill increase, spirit striking, unassailable soul
8Exemplar feat, skill feat
9Ancestry feat, divine premonition, godly expertise, perception expertise, skill increase
10Attribute boosts, exemplar feat, skill feat
11General feat, skill increase
12Exemplar feat, skill feat
13Ancestry feat, burnished armor expertise, divine weapon mastery, greater unassailable soul, skill increase
14Exemplar feat, skill feat
15Attribute boosts, general feat, greater spirit striking, mortality reforged, sovereignty epithet, skill increase
16Exemplar feat, skill feat
17Ancestry feat, deific mastery, perception mastery, skill increase
18Exemplar feat, skill feat
19Burnished armor mastery, general feat, skill increase
20Attribute boosts, exemplar feat, skill feat

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Divine Spark and Ikons

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Exemplar Feats

At 1st level and every even-numbered level thereafter, you gain an exemplar class feat.

Humble Strikes

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Shield Block

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Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Root Epithet Level 3

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Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Expertise Level 5

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Dominion Epithet Level 7

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Spirit Striking Level 7

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Unassailable Soul Level 7

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Divine Premonition Level 9

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Godly Expertise Level 9

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Perception Expertise Level 9

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Divine Weapon Mastery Level 13

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Greater Unassailable Soul Level 13

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Burnished Armor Expertise Level 13

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Greater Spirit Striking Level 15

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Mortality Reforged Level 15

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Sovereignty Epithet Level 15

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Deific Mastery Level 17

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Perception Mastery Level 17

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Burnished Armor Mastery Level 19

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", + "content": "

As the war god died, his power rained through the many planes of creation, sparking conflict and instilling divine energy in those previously without it. Whether you were directly touched by this power, claimed it from an ancient being or artifact, or whether it awoke something long dormant in your lineage, a spark of the divine now blazes within your soul, granting you abilities, sacred weapons, and divine signifiers that reach into the realm previously reserved for gods and legends. How you wield these tools and grow your power is for you to decide—you may become a hero or you may turn to selfish ends, but one thing is certain: you intend to carve your epithet in history, immortalized in the memory of gods and mortals alike.

Key Attribute: STRENGTH or DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Exemplar

During Combat Encounters...

You fight on the vanguard, scattering lesser foes to the winds. You concentrate your divine energy into the right weapon or tool for the moment. When an arrow strikes your skin, it stings no more than a flea; when your spear strikes forward, it can pierce gods.

During Social Encounters...

You naturally cut a larger-than-life figure. You may use your personal magnetism to inspire others, or you might be a lone and brooding figure who seldom speaks. Either way, your actions and words hang in the air with weight.

While Exploring...

You feel for the flow of fate, knowing that your path will bring you to your next quest. You may take special interest in certain aspects of nature, society, or the cosmos as your divine spark begins to find itself drawn to certain powers.

In Downtime...

Inactivity rarely suits an exemplar, so you seek out additional deeds or quests to spread your name. You might search for creatures to slay, compete in athletic contests, or quest for lost artifacts.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way

Rarity

Rare

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Religion

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in exemplar class DC

Class Features

You gain these abilities as an exemplar. Abilities gained at higher levels list the level at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, divine spark and ikons, exemplar feat, humble strikes, Shield Block

2

Exemplar feat, skill feat

3

General feat, root epithet, skill increase

4

Exemplar feat, skill feat

5

Attribute boosts, ancestry feat, skill increase, weapon expertise

6

Exemplar feat, skill feat

7

Dominion epithet, general feat, skill increase, spirit striking, unassailable soul

8

Exemplar feat, skill feat

9

Ancestry feat, divine premonition, godly expertise, perception expertise, skill increase

10

Attribute boosts, exemplar feat, skill feat

11

General feat, skill increase

12

Exemplar feat, skill feat

13

Ancestry feat, burnished armor expertise, divine weapon mastery, greater unassailable soul, skill increase

14

Exemplar feat, skill feat

15

Attribute boosts, general feat, greater spirit striking, mortality reforged, sovereignty epithet, skill increase

16

Exemplar feat, skill feat

17

Ancestry feat, deific mastery, perception mastery, skill increase

18

Exemplar feat, skill feat

19

Burnished armor mastery, general feat, skill increase

20

Attribute boosts, exemplar feat, skill feat

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Divine Spark and Ikons

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Exemplar Feats

At 1st level and every even-numbered level thereafter, you gain an exemplar class feat.

Humble Strikes

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Shield Block

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Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Root Epithet Level 3

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Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Expertise Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.exemplar.Description]

Dominion Epithet Level 7

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Spirit Striking Level 7

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Unassailable Soul Level 7

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Divine Premonition Level 9

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Godly Expertise Level 9

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Perception Expertise Level 9

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Divine Weapon Mastery Level 13

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Greater Unassailable Soul Level 13

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Burnished Armor Expertise Level 13

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Greater Spirit Striking Level 15

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Mortality Reforged Level 15

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Sovereignty Epithet Level 15

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Deific Mastery Level 17

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Perception Mastery Level 17

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Burnished Armor Mastery Level 19

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", "format": 1 }, "title": { @@ -185,14 +190,14 @@ }, { "_id": "HZbrRRVzW7w17L2W", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Fighter", "sort": 900000, "src": null, "system": {}, "text": { - "content": "

Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.

Key Attribute: STRENGTH OR DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Fighter

During Combat Encounters...

You strike with unmatched accuracy and use specialized combat techniques. A melee fighter stands between allies and enemies, attacking foes who try to get past. A ranged fighter delivers precise shots from a distance.

During Social Encounters...

You can be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.

While Exploring...

You keep up your defenses in preparation for combat, and keep an eye out for hidden threats. You also overcome physical challenges in your way, breaking down doors, lifting obstacles, climbing adeptly, and leaping across pits.

In Downtime...

You might perform manual labor or craft and repair armaments. If you know techniques you no longer favor, you might train yourself in new ones. If you've established your reputation, you might build an organization or a stronghold of your own.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in your choice of Acrobatics or Athletics

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Expert in simple weapons

Expert in martial weapons

Trained in advanced weapons

Expert in unarmed attacks

Defenses

Trained in all armor

Trained in unarmored defense

Class DC

Trained in fighter class DC

Class Features

You gain these features as a Fighter. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, Reactive Strike, fighter feat, Shield Block
2Fighter feat, skill feat
3Bravery, general feat, skill increase
4Fighter feat, skill feat
5Ancestry feat, attribute boosts, fighter weapon mastery, skill increase
6Fighter feat, skill feat
7Battlefield surveyor, general feat, skill increase, weapon specialization
8Fighter feat, skill feat
9Ancestry feat, battle hardened, combat flexibility, skill increase
10Attribute boosts, fighter feat, skill feat
11Armor expertise, fighter expertise, general feat, skill increase
12Fighter feat, skill feat
13Ancestry feat, skill increase, weapon legend
14Fighter feat, skill feat
15Attribute boosts, general feat, greater weapon specialization, improved flexibility, skill increase, tempered reflexes
16Fighter feat, skill feat
17Ancestry feat, armor mastery, skill increase
18Fighter feat, skill feat
19General feat, skill increase, versatile legend
20Attribute boosts, fighter feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Reactive Strike

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@UUID[Compendium.pf2e.actionspf2e.Item.Reactive Strike] R

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Fighter Feats

At 1st level and every even-numbered level thereafter, you gain a fighter class feat.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Shield Block

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Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Bravery Level 3

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General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Fighter Weapon Mastery Level 5

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Battlefield Surveyor Level 7

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Weapon Specialization Level 7

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Combat Flexibility Level 9

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Battle Hardened Level 9

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Armor Expertise Level 11

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Fighter Expertise Level 11

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Weapon Legend Level 13

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Tempered Reflexes Level 15

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Greater Weapon Specialization Level 15

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Improved Flexibility Level 15

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Armor Mastery Level 17

Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Versatile Legend Level 19

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", + "content": "

Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies.

Key Attribute: STRENGTH OR DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Fighter

During Combat Encounters...

You strike with unmatched accuracy and use specialized combat techniques. A melee fighter stands between allies and enemies, attacking foes who try to get past. A ranged fighter delivers precise shots from a distance.

During Social Encounters...

You can be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.

While Exploring...

You keep up your defenses in preparation for combat, and keep an eye out for hidden threats. You also overcome physical challenges in your way, breaking down doors, lifting obstacles, climbing adeptly, and leaping across pits.

In Downtime...

You might perform manual labor or craft and repair armaments. If you know techniques you no longer favor, you might train yourself in new ones. If you've established your reputation, you might build an organization or a stronghold of your own.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in your choice of Acrobatics or Athletics

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Expert in simple weapons

Expert in martial weapons

Trained in advanced weapons

Expert in unarmed attacks

Defenses

Trained in all armor

Trained in unarmored defense

Class DC

Trained in fighter class DC

Class Features

You gain these features as a Fighter. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, Reactive Strike, fighter feat, Shield Block

2

Fighter feat, skill feat

3

Bravery, general feat, skill increase

4

Fighter feat, skill feat

5

Ancestry feat, attribute boosts, fighter weapon mastery, skill increase

6

Fighter feat, skill feat

7

Battlefield surveyor, general feat, skill increase, weapon specialization

8

Fighter feat, skill feat

9

Ancestry feat, battle hardened, combat flexibility, skill increase

10

Attribute boosts, fighter feat, skill feat

11

Armor expertise, fighter expertise, general feat, skill increase

12

Fighter feat, skill feat

13

Ancestry feat, skill increase, weapon legend

14

Fighter feat, skill feat

15

Attribute boosts, general feat, greater weapon specialization, improved flexibility, skill increase, tempered reflexes

16

Fighter feat, skill feat

17

Ancestry feat, armor mastery, skill increase

18

Fighter feat, skill feat

19

General feat, skill increase, versatile legend

20

Attribute boosts, fighter feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Reactive Strike

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@UUID[Compendium.pf2e.actionspf2e.Item.Reactive Strike] R

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Fighter Feats

At 1st level and every even-numbered level thereafter, you gain a fighter class feat.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Shield Block

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Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Bravery Level 3

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General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Fighter Weapon Mastery Level 5

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Battlefield Surveyor Level 7

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Weapon Specialization Level 7

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Combat Flexibility Level 9

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Battle Hardened Level 9

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Armor Expertise Level 11

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Fighter Expertise Level 11

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Weapon Legend Level 13

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Tempered Reflexes Level 15

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Greater Weapon Specialization Level 15

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Improved Flexibility Level 15

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Armor Mastery Level 17

Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Versatile Legend Level 19

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While some fear projectile weapons, you savor the searing flash, wild kick, and cloying smoke that accompanies a gunshot, or snap of the cable and telltale thunk of your crossbow just before your bolt finds purchase. Ready to draw a bead on an enemy at every turn, you rely on your reflexes, steady hand, and knowledge of your weapons to riddle your foes with holes.

Key Attribute: DEXTERITY

At 1st level, your class gives you an attribute boost to Dexterity.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Gunslinger

During Combat Encounters...

You strike from range with your firearms, seeking to defeat your opponents before they can pose a true threat. Depending on your choice of weapon, you might prefer to strike your opponent from a hidden position before they ever realize you're there, dash through a frenzied melee with pistols blazing, or glide effortlessly across the battlefield, waiting for the perfect moment to end the conflict with a single, well-placed shot.

During Social Encounters...

You have a keen eye and can see things coming from farther than most. You might not be the life of the party, but your companions know to pay attention when your subtle nod or concerned grunt indicates that something's amiss.

While Exploring...

You scout the group's position for incoming threats and help search for secret doors and hidden passages, keeping a weather eye out for unexpected threats.

In Downtime...

You might craft ammunition or keep your complex weapons clean and maintained, and you might look for work that matches your unique talents, such as working as a blacksmith, engineer, or part of the local watch. You might wander from town to town, or stay put for a spell to enjoy the silence that lingers between gunfights.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in one or more skills determined by your gunslinger's way

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Expert in simple firearms and crossbows

Expert in martial firearms and crossbows

Trained in advanced firearms and crossbows

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in gunslinger class DC

Class Features

You gain these features as a gunslinger. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, initial proficiencies, gunslinger's way, initial deed, gunslinger feat, slinger's precision
2Gunslinger feat, skill feat
3General feat, skill increase, stubborn
4Gunslinger feat, skill feat
5Attribute boosts, ancestry feat, gunslinger weapon mastery, skill increase
6Gunslinger feat, skill feat
7General feat, perception mastery, skill increase, weapon specialization
8Gunslinger feat, skill feat
9Advanced deed, ancestry feat, gunslinger expertise, skill increase
10Attribute boosts, gunslinger feat, skill feat
11Blast dodger, general feat, skill increase
12Gunslinger feat, skill feat
13Ancestry feat, gunslinging legend, medium armor expertise, skill increase
14Gunslinger feat, skill feat
15Attribute boosts, general feat, greater deed, greater weapon specialization, skill increase
16Gunslinger feat, skill feat
17Ancestry feat, lead constitution, shootist's edge, skill increase
18Gunslinger feat, skill feat
19General feat, perception legend, medium armor mastery, skill increase
20Attribute boosts, gunslinger feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Gunslinger's Way

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Gunslinger Feats

At 1st level and every even-numbered level, you gain a gunslinger class feat.

Singular Expertise

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Skill Feats Level 2

At 2nd level and every even-numbered level, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Stubborn Level 3

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Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Gunslinger Weapon Mastery Level 5

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Vigilant Senses Level 7

Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Weapon Specialization Level 7

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Advanced Deed Level 9

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Gunslinger Expertise Level 9

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Evasion Level 11

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Gunslinging Legend Level 13

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Medium Armor Expertise Level 13

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Greater Deed Level 15

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Greater Weapon Specialization Level 15

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Juggernaut Level 17

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Shootist's Edge Level 17

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Incredible Senses Level 19

You notice things that most people can't detect. Your proficiency rank for Perception increases to legendary.

Medium Armor Mastery Level 19

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", + "content": "

While some fear projectile weapons, you savor the searing flash, wild kick, and cloying smoke that accompanies a gunshot, or snap of the cable and telltale thunk of your crossbow just before your bolt finds purchase. Ready to draw a bead on an enemy at every turn, you rely on your reflexes, steady hand, and knowledge of your weapons to riddle your foes with holes.

Key Attribute: DEXTERITY

At 1st level, your class gives you an attribute boost to Dexterity.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Gunslinger

During Combat Encounters...

You strike from range with your firearms, seeking to defeat your opponents before they can pose a true threat. Depending on your choice of weapon, you might prefer to strike your opponent from a hidden position before they ever realize you're there, dash through a frenzied melee with pistols blazing, or glide effortlessly across the battlefield, waiting for the perfect moment to end the conflict with a single, well-placed shot.

During Social Encounters...

You have a keen eye and can see things coming from farther than most. You might not be the life of the party, but your companions know to pay attention when your subtle nod or concerned grunt indicates that something's amiss.

While Exploring...

You scout the group's position for incoming threats and help search for secret doors and hidden passages, keeping a weather eye out for unexpected threats.

In Downtime...

You might craft ammunition or keep your complex weapons clean and maintained, and you might look for work that matches your unique talents, such as working as a blacksmith, engineer, or part of the local watch. You might wander from town to town, or stay put for a spell to enjoy the silence that lingers between gunfights.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in one or more skills determined by your gunslinger's way

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Expert in simple firearms and crossbows

Expert in martial firearms and crossbows

Trained in advanced firearms and crossbows

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in gunslinger class DC

Class Features

You gain these features as a gunslinger. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, initial proficiencies, gunslinger's way, initial deed, gunslinger feat, slinger's precision

2

Gunslinger feat, skill feat

3

General feat, skill increase, stubborn

4

Gunslinger feat, skill feat

5

Attribute boosts, ancestry feat, gunslinger weapon mastery, skill increase

6

Gunslinger feat, skill feat

7

General feat, perception mastery, skill increase, weapon specialization

8

Gunslinger feat, skill feat

9

Advanced deed, ancestry feat, gunslinger expertise, skill increase

10

Attribute boosts, gunslinger feat, skill feat

11

Blast dodger, general feat, skill increase

12

Gunslinger feat, skill feat

13

Ancestry feat, gunslinging legend, medium armor expertise, skill increase

14

Gunslinger feat, skill feat

15

Attribute boosts, general feat, greater deed, greater weapon specialization, skill increase

16

Gunslinger feat, skill feat

17

Ancestry feat, lead constitution, shootist's edge, skill increase

18

Gunslinger feat, skill feat

19

General feat, perception legend, medium armor mastery, skill increase

20

Attribute boosts, gunslinger feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Gunslinger's Way

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Gunslinger Feats

At 1st level and every even-numbered level, you gain a gunslinger class feat.

Singular Expertise

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Skill Feats Level 2

At 2nd level and every even-numbered level, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Stubborn Level 3

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Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Gunslinger Weapon Mastery Level 5

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Vigilant Senses Level 7

Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Weapon Specialization Level 7

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Advanced Deed Level 9

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Gunslinger Expertise Level 9

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Evasion Level 11

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Gunslinging Legend Level 13

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Medium Armor Expertise Level 13

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Greater Deed Level 15

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Greater Weapon Specialization Level 15

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Juggernaut Level 17

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Shootist's Edge Level 17

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Incredible Senses Level 19

You notice things that most people can't detect. Your proficiency rank for Perception increases to legendary.

Medium Armor Mastery Level 19

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Any tinkerer can follow a diagram to make a device, but you invent the impossible! Every strange contraption you dream up is a unique experiment pushing the edge of possibility, a mysterious machine that seems to work for only you. You're always on the verge of the next great breakthrough, and every trial and tribulation is another opportunity to test and tune. If you can dream it, you can build it.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Inventor

During Combat Encounters...

You rely on your inventions as much as possible, testing their functionalities under a variety of conditions. You don't set out to achieve anything as banal as simply winning a fight; you seek to collect valuable data that can be used to improve your creations!

During Social Encounters...

You provide useful context when discussing a variety of academic topics, particularly when speaking about those subjects related to crafting and invention. You might often look for opportunities to acquire patronage to fund some of your more expensive or unorthodox experiments. After all, the materials needed to assemble your inventions don't pay for themselves!

While Exploring...

You study the design and construction of the environments you explore ardently, making note of clever traps, ingenious mechanisms, or especially keen architecture you come across for later.

In Downtime...

You brainstorm new designs, bringing them to fruition through careful crafting and meticulous attention to detail. You might also modify previous inventions to adjust for data you've collected in the field. You might work as a local smith or tinker where your skills are needed, or you might keep a workshop on the edge of town where the clank and clatter of your experiments attracts less attention.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Crafting

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in inventor class DC

Class Features

You gain these features as an Inventor. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, initial proficiencies, overdrive, innovation, explode, peerless inventor, shield block, inventor feat
2Inventor feat, skill feat
3Expert overdrive, general feat, reconfigure, skill increase
4Inventor feat, skill feat
5Attribute boosts, ancestry feat, inventor weapon expertise, skill increase
6Inventor feat, skill feat
7Breakthrough innovation, general feat, master overdrive, reflex expertise, skill increase, weapon specialization
8Inventor feat, skill feat
9Ancestry feat, inventive expertise, offensive boost, skill increase
10Attribute boosts, inventor feat, skill feat
11Churning mind, general feat, medium armor expertise, skill increase
12Inventor feat, skill feat
13Ancestry feat, complete reconfiguration, inventor weapon mastery, perception expertise, skill increase
14Inventor feat, skill feat
15Attribute boosts, general feat, greater weapon specialization, legendary overdrive, revolutionary innovation, skill increase
16Inventor feat, skill feat
17Ancestry feat, anvil's hardness, inventive mastery, skill increase
18Inventor feat, skill feat
19General feat, infinite invention, medium armor mastery, skill increase
20Attribute boosts, inventor feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Overdrive

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Innovation

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The innovations you can choose from in this book are as follows.

Armor

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Medium Armor

AC Bonus

Dex Cap

Check Penalty

Speed Penalty

Strength

Bulk

Group

Armor Traits

Power Suit

+4

+1

-2

-5 feet

+3

2

composite

-

Subterfuge Suit

+1

+4

-1

-

+0

1

composite

-

Construct

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Weapon

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Explode

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Peerless Inventor

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Shield Block

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Inventor Feats

At 1st level and every even-numbered level, you gain an inventor class feat. Some features and feats use an assortment of gizmos you keep on your person. For simplicity, these are left abstract, but if you are deprived of your gear for some reason, you might lose access to many feats and features, subject to GM discretion.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Expert Overdrive Level 3

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General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Reconfigure Level 3

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Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Inventor Weapon Expertise Level 5

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Breakthrough Innovation Level 7

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Lightning Reflexes Level 7

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Master Overdrive Level 7

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Weapon Specialization Level 7

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Inventive Expertise Level 9

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Offensive Boost Level 9

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Medium Armor Expertise Level 11

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Resolve Level 11

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Alertness Level 13

Your attention to detail lets you remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Complete Reconfiguration Level 13

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Inventor Weapon Mastery Level 13

@Embed[Compendium.pf2e.classfeatures.Item.mJpPaoVlNmTK47x1 inline hr=false]

Greater Weapon Specialization Level 15

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Legendary Overdrive Level 15

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Revolutionary Innovation Level 15

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Inventive Mastery Level 17

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Juggernaut Level 17

@Localize[PF2E.SpecificRule.ClassFeatures.Juggernaut.inventor.Description]

Infinite Invention Level 19

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Medium Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.cGMSYAErbUG5E8X2 inline hr=false]

", + "content": "

Any tinkerer can follow a diagram to make a device, but you invent the impossible! Every strange contraption you dream up is a unique experiment pushing the edge of possibility, a mysterious machine that seems to work for only you. You're always on the verge of the next great breakthrough, and every trial and tribulation is another opportunity to test and tune. If you can dream it, you can build it.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Inventor

During Combat Encounters...

You rely on your inventions as much as possible, testing their functionalities under a variety of conditions. You don't set out to achieve anything as banal as simply winning a fight; you seek to collect valuable data that can be used to improve your creations!

During Social Encounters...

You provide useful context when discussing a variety of academic topics, particularly when speaking about those subjects related to crafting and invention. You might often look for opportunities to acquire patronage to fund some of your more expensive or unorthodox experiments. After all, the materials needed to assemble your inventions don't pay for themselves!

While Exploring...

You study the design and construction of the environments you explore ardently, making note of clever traps, ingenious mechanisms, or especially keen architecture you come across for later.

In Downtime...

You brainstorm new designs, bringing them to fruition through careful crafting and meticulous attention to detail. You might also modify previous inventions to adjust for data you've collected in the field. You might work as a local smith or tinker where your skills are needed, or you might keep a workshop on the edge of town where the clank and clatter of your experiments attracts less attention.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Crafting

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in inventor class DC

Class Features

You gain these features as an Inventor. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, initial proficiencies, overdrive, innovation, explode, peerless inventor, shield block, inventor feat

2

Inventor feat, skill feat

3

Expert overdrive, general feat, reconfigure, skill increase

4

Inventor feat, skill feat

5

Attribute boosts, ancestry feat, inventor weapon expertise, skill increase

6

Inventor feat, skill feat

7

Breakthrough innovation, general feat, master overdrive, reflex expertise, skill increase, weapon specialization

8

Inventor feat, skill feat

9

Ancestry feat, inventive expertise, offensive boost, skill increase

10

Attribute boosts, inventor feat, skill feat

11

Churning mind, general feat, medium armor expertise, skill increase

12

Inventor feat, skill feat

13

Ancestry feat, complete reconfiguration, inventor weapon mastery, perception expertise, skill increase

14

Inventor feat, skill feat

15

Attribute boosts, general feat, greater weapon specialization, legendary overdrive, revolutionary innovation, skill increase

16

Inventor feat, skill feat

17

Ancestry feat, anvil's hardness, inventive mastery, skill increase

18

Inventor feat, skill feat

19

General feat, infinite invention, medium armor mastery, skill increase

20

Attribute boosts, inventor feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Overdrive

@Embed[Compendium.pf2e.classfeatures.Item.oP5zM5Yu41xcx3iu inline hr=false]

Innovation

@Embed[Compendium.pf2e.classfeatures.Item.jIAgXe2FetAKBwt7 inline hr=false]

The innovations you can choose from in this book are as follows.

Armor

@Embed[Compendium.pf2e.classfeatures.Item.fpwtpm8pdwO1I6MO inline hr=false]

Medium Armor

AC Bonus

Dex Cap

Check Penalty

Speed Penalty

Strength

Bulk

Group

Armor Traits

Power Suit

+4

+1

-2

-5 feet

+3

2

composite

-

Subterfuge Suit

+1

+4

-1

-

+0

1

composite

-

Construct

@Embed[Compendium.pf2e.classfeatures.Item.o70O2FysDd7BS9e0 inline hr=false]

Weapon

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Explode

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Peerless Inventor

@Embed[Compendium.pf2e.classfeatures.Item.JH6um0St37UrjLNG inline hr=false]

Shield Block

@Embed[Compendium.pf2e.classfeatures.Item.eZNCckLzbH3GyncH inline hr=false]

Inventor Feats

At 1st level and every even-numbered level, you gain an inventor class feat. Some features and feats use an assortment of gizmos you keep on your person. For simplicity, these are left abstract, but if you are deprived of your gear for some reason, you might lose access to many feats and features, subject to GM discretion.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Expert Overdrive Level 3

@Embed[Compendium.pf2e.classfeatures.Item.YMKxN56w617BYwu4 inline hr=false]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Reconfigure Level 3

@Embed[Compendium.pf2e.classfeatures.Item.J46wcNqKXvtokBD1 inline hr=false]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Inventor Weapon Expertise Level 5

@Embed[Compendium.pf2e.classfeatures.Item.0NyPgi6UACMTmAGE inline hr=false]

Breakthrough Innovation Level 7

@Embed[Compendium.pf2e.classfeatures.Item.78HIjRbGoONMpF31 inline hr=false]

Lightning Reflexes Level 7

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Master Overdrive Level 7

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Weapon Specialization Level 7

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Inventive Expertise Level 9

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Offensive Boost Level 9

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Medium Armor Expertise Level 11

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Resolve Level 11

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Alertness Level 13

Your attention to detail lets you remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Complete Reconfiguration Level 13

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Inventor Weapon Mastery Level 13

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Greater Weapon Specialization Level 15

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Legendary Overdrive Level 15

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Revolutionary Innovation Level 15

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Inventive Mastery Level 17

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Juggernaut Level 17

@Localize[PF2E.SpecificRule.ClassFeatures.Juggernaut.inventor.Description]

Infinite Invention Level 19

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Medium Armor Mastery Level 19

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", "format": 1 }, "title": { @@ -251,14 +256,14 @@ }, { "_id": "omDi7otL3UWLVgct", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Investigator", "sort": 1200000, "src": null, "system": {}, "text": { - "content": "

You seek to uncover the truth, doggedly pursuing leads to reveal the plots of devious villains, discover ancient secrets, or unravel other mysteries. Your analytical mind quickly formulates solutions to complicated problems, and your honed senses identify even the most obscure clues. Wielding knowledge as a weapon, you study the creatures and dangers you encounter to exploit their weaknesses.

KEY Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence.

HIT POINTS 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Investigator

During Combat Encounters...

Your keen insights regarding your foes make you more dangerous than your physical strength would suggest. After spending a moment to study your enemies, your perceptiveness allows you to act quickly, striking them where it hurts most. You often assist tougher members of your party, wisely protecting yourself while providing vital aid.

You often assist tougher members of your party, wisely protecting yourself while providing vital aid.

During Social Encounters...

Few can stand up against your scrutiny. You might not be the most charming, but you see things for what they really are and develop an understanding of a social situation rapidly. Every conversation is an investigation, after all, and you never know what you might uncover!

While Exploring...

You look for clues in your environment. You often prove yourself to be a valuable ally by serving as a party scout, analyzing the intricacies of puzzles or mysterious phenomena, and pursuing leads that could reveal beneficial information.

In Downtime

You study up on subjects new and old, make new allies you can share information with, and pursue hobbies that keep your active mind satisfied. You might make a bit of coin on the side working as a private detective or consulting with the local constabulary.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in Society

Trained in one or more skills determined by your methodology

Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple and martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Class DC

Trained in investigator class DC

Class Features

You gain these abilities as an investigator. Abilities gained at higher levels list the level at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, on the case, Devise a Stratagem, methodology, investigator feat, strategic strike 1d6
2Investigator feat, skill feat, skill increase
3General feat, keen recollection, skill increase, skillful lesson
4Investigator feat, skill feat, skill increase
5Ancestry feat, attribute boosts, skill increase, skillful lesson, strategic strike 2d6, weapon expertise
6Investigator feat, skill feat, skill increase
7General feat, skill increase, skillful lesson, vigilant senses, weapon specialization
8Investigator feat, skill feat, skill increase
9Ancestry feat, fortitude expertise, investigator expertise, skill increase, skillful lesson, strategic strike 3d6
10Attribute boosts, investigator feat, skill feat, skill increase
11Deductive improvisation, dogged will, general feat, skill increase, skillful lesson
12Investigator feat, skill feat, skill increase
13Ancestry feat, incredible senses, light armor expertise, skill increase, skillful lesson, strategic strike 4d6, weapon mastery
14Investigator feat, skill feat, skill increase
15Attribute boosts, general feat, greater weapon specialization, savvy reflexes, skill increase, skillful lesson
16Investigator feat, skill feat, skill increase
17Ancestry feat, greater dogged will, skill increase, skillful lesson, strategic strike 5d6
18Investigator feat, skill feat, skill increase
19General feat, light armor mastery, master detective, skill increase, skillful lesson
20Attribute boosts, investigator feat, skill feat, skill increase

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

On the Case

@Embed[Compendium.pf2e.classfeatures.Item.6FasgIXUJ1X8ekRn inline hr=false]

Devise a Stratagem

@Embed[Compendium.pf2e.classfeatures.Item.lgo65ldX7WkXC8Ir inline hr=false]

Methodology

@Embed[Compendium.pf2e.classfeatures.Item.uhHg9BXBiHpL5ndS inline hr=false]

Investigator Feats

At 1st level and every even-numbered level, you gain an investigator class feat.

Strategic Strike

@Embed[Compendium.pf2e.classfeatures.Item.2Fe4YZCvAr9Yf6w7 inline hr=false]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Skill Increases Level 2

You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or to become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Keen Recollection Level 3

@Embed[Compendium.pf2e.classfeatures.Item.DZWQspPi4IkfXV2E inline hr=false]

Skillful Lessons Level 3

@Embed[Compendium.pf2e.classfeatures.Item.dmK1wya8GBi9MmCB inline hr=false]

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Expertise Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.investigator.Description]

Vigilant Senses Level 7

Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank in Perception increases to master.

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Fortitude Expertise Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.investigator.Description]

Investigator Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.PFvB79O2VFdiAeSj inline hr=false]

Deductive Improvisation Level 11

@Embed[Compendium.pf2e.classfeatures.Item.malYpr0CYL4fDGhr inline hr=false]

Dogged Will Level 11

@Embed[Compendium.pf2e.classfeatures.Item.uuHRYE8Oljk1ORxJ inline hr=false]

Incredible Senses Level 13

You notice things that are almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.

Light Armor Expertise Level 13

@Embed[Compendium.pf2e.classfeatures.Item.pZYkb12t5DSwtts7 inline hr=false]

Weapon Mastery Level 13

@Embed[Compendium.pf2e.classfeatures.Item.i6563IU7x4L9oRgC inline hr=false]

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline hr=false]

Savvy Reflexes Level 15

@Embed[Compendium.pf2e.classfeatures.Item.uTBiXs4zWkmRG7qF inline hr=false]

Greater Dogged Will Level 17

@Embed[Compendium.pf2e.classfeatures.Item.XFcCeBYqeXgfiA84 inline hr=false]

Light Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.SHpjmM4A3Sw4GgDz inline hr=false]

Master Detective Level 19

@Embed[Compendium.pf2e.classfeatures.Item.flEx8eY0NinF9XZU inline hr=false]

", + "content": "

You seek to uncover the truth, doggedly pursuing leads to reveal the plots of devious villains, discover ancient secrets, or unravel other mysteries. Your analytical mind quickly formulates solutions to complicated problems, and your honed senses identify even the most obscure clues. Wielding knowledge as a weapon, you study the creatures and dangers you encounter to exploit their weaknesses.

KEY Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence.

HIT POINTS 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Investigator

During Combat Encounters...

Your keen insights regarding your foes make you more dangerous than your physical strength would suggest. After spending a moment to study your enemies, your perceptiveness allows you to act quickly, striking them where it hurts most. You often assist tougher members of your party, wisely protecting yourself while providing vital aid.

You often assist tougher members of your party, wisely protecting yourself while providing vital aid.

During Social Encounters...

Few can stand up against your scrutiny. You might not be the most charming, but you see things for what they really are and develop an understanding of a social situation rapidly. Every conversation is an investigation, after all, and you never know what you might uncover!

While Exploring...

You look for clues in your environment. You often prove yourself to be a valuable ally by serving as a party scout, analyzing the intricacies of puzzles or mysterious phenomena, and pursuing leads that could reveal beneficial information.

In Downtime

You study up on subjects new and old, make new allies you can share information with, and pursue hobbies that keep your active mind satisfied. You might make a bit of coin on the side working as a private detective or consulting with the local constabulary.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in Society

Trained in one or more skills determined by your methodology

Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple and martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Class DC

Trained in investigator class DC

Class Features

You gain these abilities as an investigator. Abilities gained at higher levels list the level at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, on the case, Devise a Stratagem, methodology, investigator feat, strategic strike 1d6

2

Investigator feat, skill feat, skill increase

3

General feat, keen recollection, skill increase, skillful lesson

4

Investigator feat, skill feat, skill increase

5

Ancestry feat, attribute boosts, skill increase, skillful lesson, strategic strike 2d6, weapon expertise

6

Investigator feat, skill feat, skill increase

7

General feat, skill increase, skillful lesson, vigilant senses, weapon specialization

8

Investigator feat, skill feat, skill increase

9

Ancestry feat, fortitude expertise, investigator expertise, skill increase, skillful lesson, strategic strike 3d6

10

Attribute boosts, investigator feat, skill feat, skill increase

11

Deductive improvisation, dogged will, general feat, skill increase, skillful lesson

12

Investigator feat, skill feat, skill increase

13

Ancestry feat, incredible senses, light armor expertise, skill increase, skillful lesson, strategic strike 4d6, weapon mastery

14

Investigator feat, skill feat, skill increase

15

Attribute boosts, general feat, greater weapon specialization, savvy reflexes, skill increase, skillful lesson

16

Investigator feat, skill feat, skill increase

17

Ancestry feat, greater dogged will, skill increase, skillful lesson, strategic strike 5d6

18

Investigator feat, skill feat, skill increase

19

General feat, light armor mastery, master detective, skill increase, skillful lesson

20

Attribute boosts, investigator feat, skill feat, skill increase

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

On the Case

@Embed[Compendium.pf2e.classfeatures.Item.6FasgIXUJ1X8ekRn inline hr=false]

Devise a Stratagem

@Embed[Compendium.pf2e.classfeatures.Item.lgo65ldX7WkXC8Ir inline hr=false]

Methodology

@Embed[Compendium.pf2e.classfeatures.Item.uhHg9BXBiHpL5ndS inline hr=false]

Investigator Feats

At 1st level and every even-numbered level, you gain an investigator class feat.

Strategic Strike

@Embed[Compendium.pf2e.classfeatures.Item.2Fe4YZCvAr9Yf6w7 inline hr=false]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Skill Increases Level 2

You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or to become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Keen Recollection Level 3

@Embed[Compendium.pf2e.classfeatures.Item.DZWQspPi4IkfXV2E inline hr=false]

Skillful Lessons Level 3

@Embed[Compendium.pf2e.classfeatures.Item.dmK1wya8GBi9MmCB inline hr=false]

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Expertise Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.investigator.Description]

Vigilant Senses Level 7

Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank in Perception increases to master.

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Fortitude Expertise Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.investigator.Description]

Investigator Expertise Level 9

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Deductive Improvisation Level 11

@Embed[Compendium.pf2e.classfeatures.Item.malYpr0CYL4fDGhr inline hr=false]

Dogged Will Level 11

@Embed[Compendium.pf2e.classfeatures.Item.uuHRYE8Oljk1ORxJ inline hr=false]

Incredible Senses Level 13

You notice things that are almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.

Light Armor Expertise Level 13

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Weapon Mastery Level 13

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Greater Weapon Specialization Level 15

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Savvy Reflexes Level 15

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Greater Dogged Will Level 17

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Light Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.SHpjmM4A3Sw4GgDz inline hr=false]

Master Detective Level 19

@Embed[Compendium.pf2e.classfeatures.Item.flEx8eY0NinF9XZU inline hr=false]

", "format": 1 }, "title": { @@ -273,14 +278,14 @@ }, { "_id": "lNWQPwgT4vhYCOT7", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Kineticist", "sort": 1300000, "src": null, "system": {}, "text": { - "content": "

The power of the elements flows from within you. Roaring fire pure water, fleeting air, steadfast earth, twisting wood, slicing metal. A kinetic gate inextricably tied to your body channels power directly from the elemental planes, causing elements to leap to your hand, whirl around your body, and blast foes at your whim. As your connection to the planes grows, you attain true mastery over your chosen elements.

Key Attribute: CONSTITUTION

At 1st level, your class gives you an attribute boost to Constitution.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Kineticist

During Combat Encounters...

Elemental magic surges from you throughout the fight. Without any restrictions on how often you can use your abilities, you become a reliable slinger of magic. You can develop powers you can use in a variety of situations... or you can choose just a few favorite attacks you use repeatedly.

During Social Encounters...

The elements you channel might guide or even influence how you carry yourself in social situations. You might leap to anger like a raging fire stand your ground as solid as a mountain, keep your motives elusive as the wind, go with the flow like water, make cutting remarks sharp as metal, or exhibit the slow patience of the forest.

While Exploring...

Your innate connection to the elements hones your awareness of the natural world. In an environment full of an element you can channel, you're unparalleled, with the ability to repeatedly manipulate the element around you.

In Downtime...

You could commune with the elements or practice your control over your kineticist powers. Through retraining, you can realign the flow of your kinetic gate to perfect different manifestations of your element.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in Nature

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Class DC

Trained in kineticist class DC

Class Features

You gain these features as a Kineticist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, kinetic gate, kinetic aura, impulses (Elemental Blast, Base Kinesis), kineticist feat
2Kineticist feat, skill feat
3Extract Element, general feat, skill increase, Will expertise
4Kineticist feat, skill feat
5Ancestry feat, attribute boosts, gate's threshold, skill increase
6Kineticist feat, skill feat
7General feat, kinetic durability, kinetic expertise, skill increase
8Kineticist feat, skill feat
9Ancestry feat, gate's threshold, perception expertise, skill increase
10Attribute boosts, kineticist feat, skill feat
11General feat, kinetic quickness, reflow elements, skill increase, weapon expertise
12Kineticist feat, skill feat
13Ancestry feat, gate's threshold, light armor expertise, skill increase, weapon specialization
14Kineticist feat, skill feat
15Attribute boosts, general feat, greater kinetic durability, kinetic mastery, skill increase
16Kineticist feat, skill feat
17Ancestry feat, double reflow, gate's threshold, skill increase
18Kineticist feat, skill feat
19Final gate, general feat, kinetic legend, light armor mastery, skill increase
20Attribute boosts, kineticist feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and you must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.

Kinetic Gate

@Embed[Compendium.pf2e.classfeatures.Item.IDBB44egwiQ4qZNh inline hr=false]

Kinetic Aura

@Embed[Compendium.pf2e.classfeatures.Item.f0BF2210l9k66cso inline hr=false]

Impulses

@Embed[Compendium.pf2e.classfeatures.Item.xhCYkt3acfFd0hr2 inline hr=false]

Kineticist Feats

At 1st level and every even-numbered level, you gain a kineticist class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Extract Element Level 3

@Embed[Compendium.pf2e.classfeatures.Item.jyCEC3eC4B6YaGoy inline hr=false]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Will Expertise Level 3

@Embed[Compendium.pf2e.classfeatures.Item.NhcF2CbXA8R1UCg4 inline hr=false]

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Gate's Threshold Level 5

@Embed[Compendium.pf2e.classfeatures.Item.vEiENk0IzuzRQesp inline hr=false]

Gate Junctions

When you gain a gate junction, you develop a specialized kinetic technique. Choose one benefit from the gate junction table for one of your kinetic elements.

You can select each gate junction only once, unless noted otherwise, but you can have the same type of junction for multiple elements. You can always choose not to use a gate junction when it would normally occur. If you have multiple junctions that would apply at the same time - such as kinetic aura junctions for different elements - you can apply any number of them. (Though note that you can use only one impulse junction per round.)

Air Gate Junctions

Critical Blast

Push the target up to 10 feet.

Elemental Resistance

air, electricity

Aura Junction

You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable.

Skill Junction

Stealth, @UUID[Compendium.pf2e.feats-srd.Item.Experienced Smuggler]

Earth Gate Junctions

Critical Blast

If the target is on the ground, it's knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]; if it isn't on the ground, it descends up to 20 feet (you choose the distance).

Elemental Resistance

earth, poison

Aura Junction

Squares in the aura are difficult terrain for your enemies, but only if moving into the square would make the enemy farther away from you.

Skill Junction

Athletics, @UUID[Compendium.pf2e.feats-srd.Item.Hefty Hauler]

Fire Gate Junctions

Critical Blast

The target takes 1d6 persistent fire damage. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.

Elemental Resistance

cold, fire

Aura Junction

Enemies in your kinetic aura gain weakness to fire from your fire impulses. The weakness is equal to half your level (minimum weakness 1).

Skill Junction

Intimidation, @UUID[Compendium.pf2e.feats-srd.Item.Intimidating Glare]

Metal Gate Junctions

Critical Blast

The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes 1d6 persistent damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.

Elemental Resistance

electricity, metal

Aura Junction

Your enemies in the aura take a -1 status penalty to attacks with metal objects, and they take a -1 status penalty to AC if they're wearing metal armor, have the metal trait, or are made of metal.

Skill Junction

Crafting, @UUID[Compendium.pf2e.feats-srd.Item.Quick Repair]

Water Gate Junctions

Critical Blast

The blast deals 2 splash damage per damage die of the blast, with the same damage type.

Elemental Resistance

fire, water

Aura Junction

The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level.

Skill Junction

Athletics, @UUID[Compendium.pf2e.feats-srd.Item.Underwater Marauder]

Wood Gate Junctions

Critical Blast

If the target of the critical hit is adjacent to a surface, roots entangle it. The target is @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] and must spend an Interact action to attempt a DC 10 Athletics check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort.

Elemental Resistance

poison, wood

Aura Junction

Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher.

Skill Junction

Survival, @UUID[Compendium.pf2e.feats-srd.Item.Terrain Expertise]{Terrain Expertise (forest)}

Kinetic Durability Level 7

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Kinetic Expertise Level 7

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Perception Expertise Level 9

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Kinetic Quickness Level 11

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Reflow Elements Level 11

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Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.kineticist.Description]

Light Armor Expertise Level 13

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Weapon Specialization Level 13

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Greater Kinetic Durability Level 15

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Kinetic Mastery Level 15

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Double Reflow Level 17

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Final Gate Level 19

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Kinetic Legend Level 19

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Light Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.SHpjmM4A3Sw4GgDz inline hr=false]

", + "content": "

The power of the elements flows from within you. Roaring fire pure water, fleeting air, steadfast earth, twisting wood, slicing metal. A kinetic gate inextricably tied to your body channels power directly from the elemental planes, causing elements to leap to your hand, whirl around your body, and blast foes at your whim. As your connection to the planes grows, you attain true mastery over your chosen elements.

Key Attribute: CONSTITUTION

At 1st level, your class gives you an attribute boost to Constitution.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Kineticist

During Combat Encounters...

Elemental magic surges from you throughout the fight. Without any restrictions on how often you can use your abilities, you become a reliable slinger of magic. You can develop powers you can use in a variety of situations... or you can choose just a few favorite attacks you use repeatedly.

During Social Encounters...

The elements you channel might guide or even influence how you carry yourself in social situations. You might leap to anger like a raging fire stand your ground as solid as a mountain, keep your motives elusive as the wind, go with the flow like water, make cutting remarks sharp as metal, or exhibit the slow patience of the forest.

While Exploring...

Your innate connection to the elements hones your awareness of the natural world. In an environment full of an element you can channel, you're unparalleled, with the ability to repeatedly manipulate the element around you.

In Downtime...

You could commune with the elements or practice your control over your kineticist powers. Through retraining, you can realign the flow of your kinetic gate to perfect different manifestations of your element.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in Nature

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Class DC

Trained in kineticist class DC

Class Features

You gain these features as a Kineticist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, kinetic gate, kinetic aura, impulses (Elemental Blast, Base Kinesis), kineticist feat

2

Kineticist feat, skill feat

3

Extract Element, general feat, skill increase, Will expertise

4

Kineticist feat, skill feat

5

Ancestry feat, attribute boosts, gate's threshold, skill increase

6

Kineticist feat, skill feat

7

General feat, kinetic durability, kinetic expertise, skill increase

8

Kineticist feat, skill feat

9

Ancestry feat, gate's threshold, perception expertise, skill increase

10

Attribute boosts, kineticist feat, skill feat

11

General feat, kinetic quickness, reflow elements, skill increase, weapon expertise

12

Kineticist feat, skill feat

13

Ancestry feat, gate's threshold, light armor expertise, skill increase, weapon specialization

14

Kineticist feat, skill feat

15

Attribute boosts, general feat, greater kinetic durability, kinetic mastery, skill increase

16

Kineticist feat, skill feat

17

Ancestry feat, double reflow, gate's threshold, skill increase

18

Kineticist feat, skill feat

19

Final gate, general feat, kinetic legend, light armor mastery, skill increase

20

Attribute boosts, kineticist feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and you must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.

Kinetic Gate

@Embed[Compendium.pf2e.classfeatures.Item.IDBB44egwiQ4qZNh inline hr=false]

Kinetic Aura

@Embed[Compendium.pf2e.classfeatures.Item.f0BF2210l9k66cso inline hr=false]

Impulses

@Embed[Compendium.pf2e.classfeatures.Item.xhCYkt3acfFd0hr2 inline hr=false]

Kineticist Feats

At 1st level and every even-numbered level, you gain a kineticist class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Extract Element Level 3

@Embed[Compendium.pf2e.classfeatures.Item.jyCEC3eC4B6YaGoy inline hr=false]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Will Expertise Level 3

@Embed[Compendium.pf2e.classfeatures.Item.NhcF2CbXA8R1UCg4 inline hr=false]

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Gate's Threshold Level 5

@Embed[Compendium.pf2e.classfeatures.Item.vEiENk0IzuzRQesp inline hr=false]

Gate Junctions

When you gain a gate junction, you develop a specialized kinetic technique. Choose one benefit from the gate junction table for one of your kinetic elements.

You can select each gate junction only once, unless noted otherwise, but you can have the same type of junction for multiple elements. You can always choose not to use a gate junction when it would normally occur. If you have multiple junctions that would apply at the same time - such as kinetic aura junctions for different elements - you can apply any number of them. (Though note that you can use only one impulse junction per round.)

Air Gate Junctions

Critical Blast

Push the target up to 10 feet.

Elemental Resistance

air, electricity

Aura Junction

You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable.

Skill Junction

Stealth, @UUID[Compendium.pf2e.feats-srd.Item.Experienced Smuggler]

Earth Gate Junctions

Critical Blast

If the target is on the ground, it's knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]; if it isn't on the ground, it descends up to 20 feet (you choose the distance).

Elemental Resistance

earth, poison

Aura Junction

Squares in the aura are difficult terrain for your enemies, but only if moving into the square would make the enemy farther away from you.

Skill Junction

Athletics, @UUID[Compendium.pf2e.feats-srd.Item.Hefty Hauler]

Fire Gate Junctions

Critical Blast

The target takes 1d6 persistent fire damage. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.

Elemental Resistance

cold, fire

Aura Junction

Enemies in your kinetic aura gain weakness to fire from your fire impulses. The weakness is equal to half your level (minimum weakness 1).

Skill Junction

Intimidation, @UUID[Compendium.pf2e.feats-srd.Item.Intimidating Glare]

Metal Gate Junctions

Critical Blast

The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes 1d6 persistent damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.

Elemental Resistance

electricity, metal

Aura Junction

Your enemies in the aura take a -1 status penalty to attacks with metal objects, and they take a -1 status penalty to AC if they're wearing metal armor, have the metal trait, or are made of metal.

Skill Junction

Crafting, @UUID[Compendium.pf2e.feats-srd.Item.Quick Repair]

Water Gate Junctions

Critical Blast

The blast deals 2 splash damage per damage die of the blast, with the same damage type.

Elemental Resistance

fire, water

Aura Junction

The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level.

Skill Junction

Athletics, @UUID[Compendium.pf2e.feats-srd.Item.Underwater Marauder]

Wood Gate Junctions

Critical Blast

If the target of the critical hit is adjacent to a surface, roots entangle it. The target is @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] and must spend an Interact action to attempt a DC 10 Athletics check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort.

Elemental Resistance

poison, wood

Aura Junction

Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher.

Skill Junction

Survival, @UUID[Compendium.pf2e.feats-srd.Item.Terrain Expertise]{Terrain Expertise (forest)}

Kinetic Durability Level 7

@Embed[Compendium.pf2e.classfeatures.Item.eTHq1Cwf1pOvsx2R inline hr=false]

Kinetic Expertise Level 7

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Perception Expertise Level 9

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Kinetic Quickness Level 11

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Reflow Elements Level 11

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Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.kineticist.Description]

Light Armor Expertise Level 13

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Weapon Specialization Level 13

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Greater Kinetic Durability Level 15

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Kinetic Mastery Level 15

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Double Reflow Level 17

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Final Gate Level 19

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Kinetic Legend Level 19

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Light Armor Mastery Level 19

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", "format": 1 }, "title": { @@ -295,14 +300,14 @@ }, { "_id": "YVoyzV9v4QyP2UIC", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Magus", "sort": 1400000, "src": null, "system": {}, "text": { - "content": "

Combining the physicality and technique of a warrior with the ability to cast arcane magic, you seek to perfect the art of fusing spell and strike. While the hefty tome you carry reflects hours conducting arcane research, your enemies need no reminder of your training. They recognize it as you take them down.

Key Attribute: STRENGTH OR DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Magus

During Combat Encounters...

You channel spells through your weapon or body to hit enemies with a powerful attack and spell combination. Because your spells per day are limited, you often rely on trusty, carefully chosen cantrips and focus spells. When necessary, you know how to win a fight without magic.

During Social Encounters...

Your education and breadth of experience make you knowledgeable about many subjects. You can contribute information related to your scholarly pursuits, especially about magic.

While Exploring...

Your flexibility means you might look for magical auras, remain on guard, or even sneak around. Your ability to fill different niches means that your role often depends on the talents of the other members of your group.

In Downtime...

You split your time between magical pursuits, like researching spells and crafting items, and martial practice, such as retraining combat abilities to learn new techniques.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Arcana

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Spells

Trained in arcane spell attacks

Trained in arcane spell DCs

Class Features

You gain these features as a Magus. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, initial proficiencies, arcane spellcasting, arcane cascade, conflux spells, hybrid study, spellstrike
2Magus feat, skill feat
32nd-rank spells, general feat, skill increase
4Magus feat, skill feat
53rd-rank spells, attribute boosts, ancestry feat, lightning reflexes, skill increase, weapon expertise
6Magus feat, skill feat
74th-rank spells, general feat, skill increase, studious spells, weapon specialization
8Magus feat, skill feat
95th-rank spells, alertness, ancestry feat, expert spellcaster, resolve, skill increase
10Attribute boosts, Magus feat, skill feat
116th-rank spells, general feat, medium armor expertise, skill increase
12Magus feat, skill feat
137th-rank spells, ancestry feat, skill increase, weapon mastery
14Magus feat, skill feat
158th-rank spells, attribute boosts, general feat, greater weapon specialization, juggernaut, skill increase
16Magus feat, skill feat
179th-rank spells, ancestry feat, master spellcaster, medium armor mastery, skill increase
18Magus feat, skill feat
19Double spellstrike, general feat, skill increase
20Attribute boosts, Magus feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Arcane Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.wXaz41gwqNtTn6tf inline hr=false]

Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
151---------
252---------
3521--------
4522--------
55-22-------
65-22-------
75--*22------
85--*22------
95--*-22-----
105--*-22-----
115---*-22----
125---*-22----
135----*-22---
145----*-22---
155----*--22--
165----*--22--
175----*---22-
185----*---22-
195----*---22-
205----*---22-
* The studious spells class feature gives you extra slots of this rank for specific spells.

Spellstrike

@Embed[Compendium.pf2e.classfeatures.Item.KVj5ofUwu3VJSrVw inline hr=false]

Arcane Cascade

@Embed[Compendium.pf2e.classfeatures.Item.09iL38CZZEa0q0Mt inline hr=false]

Hybrid Study

@Embed[Compendium.pf2e.classfeatures.Item.FTeIs1Z1Qeli4BIF inline hr=false]

Conflux Spells

@Embed[Compendium.pf2e.classfeatures.Item.FkbFgmoVz5lHhSMo inline hr=false]

Magus Feats Level 2

At 2nd level and every even-numbered level thereafter, you gain a magus class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Lightning Reflexes Level 5

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Weapon Expertise Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.magus.Description]

Studious Spells Level 7

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Weapon Specialization Level 7

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Alertness Level 9

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Expert Spellcaster Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.magus.Expert]

Resolve Level 9

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Medium Armor Expertise Level 11

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Weapon Mastery Level 13

You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline hr=false]

Juggernaut Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Juggernaut.magus.Description]

Master Spellcaster Level 17

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.magus.Master]

Medium Armor Mastery Level 17

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Double Spellstrike Level 19

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", + "content": "

Combining the physicality and technique of a warrior with the ability to cast arcane magic, you seek to perfect the art of fusing spell and strike. While the hefty tome you carry reflects hours conducting arcane research, your enemies need no reminder of your training. They recognize it as you take them down.

Key Attribute: STRENGTH OR DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Magus

During Combat Encounters...

You channel spells through your weapon or body to hit enemies with a powerful attack and spell combination. Because your spells per day are limited, you often rely on trusty, carefully chosen cantrips and focus spells. When necessary, you know how to win a fight without magic.

During Social Encounters...

Your education and breadth of experience make you knowledgeable about many subjects. You can contribute information related to your scholarly pursuits, especially about magic.

While Exploring...

Your flexibility means you might look for magical auras, remain on guard, or even sneak around. Your ability to fill different niches means that your role often depends on the talents of the other members of your group.

In Downtime...

You split your time between magical pursuits, like researching spells and crafting items, and martial practice, such as retraining combat abilities to learn new techniques.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Arcana

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Spells

Trained in arcane spell attacks

Trained in arcane spell DCs

Class Features

You gain these features as a Magus. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, initial proficiencies, arcane spellcasting, arcane cascade, conflux spells, hybrid study, spellstrike

2

Magus feat, skill feat

3

2nd-rank spells, general feat, skill increase

4

Magus feat, skill feat

5

3rd-rank spells, attribute boosts, ancestry feat, lightning reflexes, skill increase, weapon expertise

6

Magus feat, skill feat

7

4th-rank spells, general feat, skill increase, studious spells, weapon specialization

8

Magus feat, skill feat

9

5th-rank spells, alertness, ancestry feat, expert spellcaster, resolve, skill increase

10

Attribute boosts, Magus feat, skill feat

11

6th-rank spells, general feat, medium armor expertise, skill increase

12

Magus feat, skill feat

13

7th-rank spells, ancestry feat, skill increase, weapon mastery

14

Magus feat, skill feat

15

8th-rank spells, attribute boosts, general feat, greater weapon specialization, juggernaut, skill increase

16

Magus feat, skill feat

17

9th-rank spells, ancestry feat, master spellcaster, medium armor mastery, skill increase

18

Magus feat, skill feat

19

Double spellstrike, general feat, skill increase

20

Attribute boosts, Magus feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Arcane Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.wXaz41gwqNtTn6tf inline hr=false]

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

5

1

-

-

-

-

-

-

-

-

-

2

5

2

-

-

-

-

-

-

-

-

-

3

5

2

1

-

-

-

-

-

-

-

-

4

5

2

2

-

-

-

-

-

-

-

-

5

5

-

2

2

-

-

-

-

-

-

-

6

5

-

2

2

-

-

-

-

-

-

-

7

5

-

-*

2

2

-

-

-

-

-

-

8

5

-

-*

2

2

-

-

-

-

-

-

9

5

-

-*

-

2

2

-

-

-

-

-

10

5

-

-*

-

2

2

-

-

-

-

-

11

5

-

-

-*

-

2

2

-

-

-

-

12

5

-

-

-*

-

2

2

-

-

-

-

13

5

-

-

-

-*

-

2

2

-

-

-

14

5

-

-

-

-*

-

2

2

-

-

-

15

5

-

-

-

-*

-

-

2

2

-

-

16

5

-

-

-

-*

-

-

2

2

-

-

17

5

-

-

-

-*

-

-

-

2

2

-

18

5

-

-

-

-*

-

-

-

2

2

-

19

5

-

-

-

-*

-

-

-

2

2

-

20

5

-

-

-

-*

-

-

-

2

2

-

* The studious spells class feature gives you extra slots of this rank for specific spells.

Spellstrike

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Arcane Cascade

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Hybrid Study

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Conflux Spells

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Magus Feats Level 2

At 2nd level and every even-numbered level thereafter, you gain a magus class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Lightning Reflexes Level 5

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Weapon Expertise Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.magus.Description]

Studious Spells Level 7

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Weapon Specialization Level 7

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Alertness Level 9

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Expert Spellcaster Level 9

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Resolve Level 9

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Medium Armor Expertise Level 11

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Weapon Mastery Level 13

You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.

Greater Weapon Specialization Level 15

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Juggernaut Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Juggernaut.magus.Description]

Master Spellcaster Level 17

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.magus.Master]

Medium Armor Mastery Level 17

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Double Spellstrike Level 19

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", "format": 1 }, "title": { @@ -317,14 +322,14 @@ }, { "_id": "hGKd722Kn4ZxIOJs", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Monk", "sort": 1500000, "src": null, "system": {}, "text": { - "content": "

The strength of your fist flows from your mind and spirit. You seek perfection, honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. You're a fierce combatant renowned for martial arts skills and combat stances that grant you unique fighting moves. While the challenge of mastering many fighting styles drives you to great heights, you also enjoy meditating on philosophical questions and discovering new ways to obtain peace and enlightenment.

Key Attribute: STRENGTH OR DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Monk

During Combat Encounters...

You speed into the fray, dodging or leaping past obstacles with acrobatic maneuvers. You strike opponents in a rapid flurry of attacks, using your bare fists or wielding specialized weapons that you mastered during your monastic training. Stances let you change up your combat style for different situations, and qi abilities allow you to perform mystic feats like healing yourself and soaring through the air.

During Social Encounters...

Your perceptiveness lets you see through falsehoods, and your philosophical training provides insight into any situation.

While Exploring...

You climb up walls, dodge traps, overcome obstacles, and leap over pits. You usually stay toward the outside of the group to protect more vulnerable members, and you're well suited to looking for danger or moving stealthily.

In Downtime...

You diligently exercise, eat healthy foods, meditate, and study various philosophies. You might also take up a craft that you strive to perfect.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in a number of skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Expert in unarmored defense

Class DC

Trained in monk class DC

Class Features

You gain these features as a Monk. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, flurry of blows, monk feat, powerful fist
2Monk feat, skill feat
3General feat, incredible movement +10 feet, mystic strikes, skill increase
4Monk feat, skill feat
5Attribute boosts, ancestry feat, expert strikes, perception expertise, skill increase
6Monk feat, skill feat
7General feat, incredible movement +15 feet, path to perfection, skill increase, weapon specialization
8Monk feat, skill feat
9Ancestry feat, metal strikes, monk expertise, skill increase
10Attribute boosts, monk feat, skill feat
11General feat, incredible movement +20 feet, second path to perfection, skill increase
12Monk feat, skill feat
13Ancestry feat, graceful mastery, master strikes, skill increase
14Monk feat, skill feat
15Attribute boosts, general feat, greater weapon specialization, incredible movement +25 feet, skill increase, third path to perfection
16Monk feat, skill feat
17Adamantine strikes, ancestry feat, graceful legend, skill increase
18Monk feat, skill feat
19General feat, incredible movement +30 feet, perfected form, skill increase
20Attribute boosts, monk feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies representing your basic training, which are noted at the start of this class.

Flurry of Blows

You can attack rapidly with the Flurry of Blows action.

@UUID[Compendium.pf2e.actionspf2e.Item.Flurry of Blows] A

@Embed[Compendium.pf2e.classfeatures.Item.NLHHHiAcdnZ5ohc2 inline hr=false]

Monk Feats

At 1st level and every even-numbered level thereafter, you gain a monk class feat.

Powerful Fist

@Embed[Compendium.pf2e.classfeatures.Item.SB8UJ8rZmvbcBweJ inline hr=false]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Incredible Movement Level 3

@Embed[Compendium.pf2e.classfeatures.Item.Cq6NjvcKZOMySBVj inline hr=false]

Mystic Strikes Level 3

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Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Expert Strikes Level 5

@Embed[Compendium.pf2e.classfeatures.Item.VgZIutWjFl8oZQFi inline hr=false]

Perception Expertise Level 5

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Path to Perfection Level 7

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Weapon Specialization Level 7

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Metal Strikes Level 9

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Monk Expertise Level 9

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Second Path to Perfection Level 11

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Graceful Mastery Level 13

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Master Strikes Level 13

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Greater Weapon Specialization Level 15

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Third Path to Perfection Level 15

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Adamantine Strikes Level 17

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Graceful Legend Level 17

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Perfected Form Level 19

@Embed[Compendium.pf2e.classfeatures.Item.KmTfg7Sg5va4yU00 inline hr=false]

", + "content": "

The strength of your fist flows from your mind and spirit. You seek perfection, honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. You're a fierce combatant renowned for martial arts skills and combat stances that grant you unique fighting moves. While the challenge of mastering many fighting styles drives you to great heights, you also enjoy meditating on philosophical questions and discovering new ways to obtain peace and enlightenment.

Key Attribute: STRENGTH OR DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Monk

During Combat Encounters...

You speed into the fray, dodging or leaping past obstacles with acrobatic maneuvers. You strike opponents in a rapid flurry of attacks, using your bare fists or wielding specialized weapons that you mastered during your monastic training. Stances let you change up your combat style for different situations, and qi abilities allow you to perform mystic feats like healing yourself and soaring through the air.

During Social Encounters...

Your perceptiveness lets you see through falsehoods, and your philosophical training provides insight into any situation.

While Exploring...

You climb up walls, dodge traps, overcome obstacles, and leap over pits. You usually stay toward the outside of the group to protect more vulnerable members, and you're well suited to looking for danger or moving stealthily.

In Downtime...

You diligently exercise, eat healthy foods, meditate, and study various philosophies. You might also take up a craft that you strive to perfect.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in a number of skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Expert in unarmored defense

Class DC

Trained in monk class DC

Class Features

You gain these features as a Monk. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, flurry of blows, monk feat, powerful fist

2

Monk feat, skill feat

3

General feat, incredible movement +10 feet, mystic strikes, skill increase

4

Monk feat, skill feat

5

Attribute boosts, ancestry feat, expert strikes, perception expertise, skill increase

6

Monk feat, skill feat

7

General feat, incredible movement +15 feet, path to perfection, skill increase, weapon specialization

8

Monk feat, skill feat

9

Ancestry feat, metal strikes, monk expertise, skill increase

10

Attribute boosts, monk feat, skill feat

11

General feat, incredible movement +20 feet, second path to perfection, skill increase

12

Monk feat, skill feat

13

Ancestry feat, graceful mastery, master strikes, skill increase

14

Monk feat, skill feat

15

Attribute boosts, general feat, greater weapon specialization, incredible movement +25 feet, skill increase, third path to perfection

16

Monk feat, skill feat

17

Adamantine strikes, ancestry feat, graceful legend, skill increase

18

Monk feat, skill feat

19

General feat, incredible movement +30 feet, perfected form, skill increase

20

Attribute boosts, monk feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers. At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies representing your basic training, which are noted at the start of this class.

Flurry of Blows

You can attack rapidly with the Flurry of Blows action.

@UUID[Compendium.pf2e.actionspf2e.Item.Flurry of Blows] A

@Embed[Compendium.pf2e.classfeatures.Item.NLHHHiAcdnZ5ohc2 inline hr=false]

Monk Feats

At 1st level and every even-numbered level thereafter, you gain a monk class feat.

Powerful Fist

@Embed[Compendium.pf2e.classfeatures.Item.SB8UJ8rZmvbcBweJ inline hr=false]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Incredible Movement Level 3

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Mystic Strikes Level 3

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Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Expert Strikes Level 5

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Perception Expertise Level 5

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Path to Perfection Level 7

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Weapon Specialization Level 7

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Metal Strikes Level 9

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Monk Expertise Level 9

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Second Path to Perfection Level 11

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Graceful Mastery Level 13

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Master Strikes Level 13

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Greater Weapon Specialization Level 15

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Third Path to Perfection Level 15

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Adamantine Strikes Level 17

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Graceful Legend Level 17

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Perfected Form Level 19

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", "format": 1 }, "title": { @@ -339,14 +344,14 @@ }, { "_id": "bqaqOx3naiwTozBX", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Oracle", "sort": 1600000, "src": null, "system": {}, "text": { - "content": "

Your conduit to divine power eschews the traditional channels of prayer and servitude-you instead glean divine truths that extend beyond any single deity. You understand the great mysteries of the universe embodied in overarching concepts that transcend good and evil or chaos and law, whether because you perceive the common ground across multiple deities or circumvent their power entirely.

You explore one of these mysteries and draw upon its power to cast miraculous spells, but that power comes with a terrible price: a curse that grows stronger the more you draw upon it. Your abilities are a double-edged sword, which you might uphold as an instrument of the divine or view as a curse from the gods.

Key Attribute: CHARISMA

At 1st level, your class gives you an attribute bonus to Charisma

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

During Combat Encounters...

You draw upon your mystery to empower yourself in combat, balancing miraculous effects with the increasing severity of your curse as conflicting divine demands overtax your physical body. You cast spells to aid your allies and devastate your foes, or depending on your mystery, you might wade into battle yourself.

During Social Encounters...

You rely upon the insights drawn from your mystery. You might leverage your curse to intimidate people or hide its effects to better blend in.

While Exploring...

You recenter yourself to bring the terrible metaphysical conflicts causing your curse back under control so you can draw upon your mystery's power again later. You remain aware of supernatural forces acting around you, perhaps peeking into the future to gain insights.

In Downtime...

You might seek to learn more about your mystery and the divine wellsprings that fuel your power. Associating with others interested in the subject of your mystery can make it easier to live with your curse. You could associate with an organized religion or even start your own faithful following devoted to your mystery.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Religion

Trained in one or more skills determined by your mystery

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in oracle class DC

Class Features

You gain these features as an Oracle. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, oracle spellcasting, spell repertoire, mystery
2Oracle feat, skill feat
32nd-rank spells, general feat, signature spells, skill increase
4Oracle feat, skill feat
53rd-rank spells, attribute boosts, ancestry feat, skill increase
6Oracle feat, skill feat
74th-rank spells, expert spellcaster, general feat, mysterious resolve, skill increase
8Oracle feat, skill feat
95th-rank spells, ancestry feat, magical fortitude, skill increase
10Attribute boosts, oracle feat, skill feat
116th-rank spells, divine access, general feat, major curse, oracular senses, skill increase, weapon expertise
12Oracle feat, skill feat
137th-rank spells, ancestry feat, light armor expertise, premonition's reflexes, skill increase, weapon specialization
14Oracle feat, skill feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Oracle feat, skill feat
179th-rank spells, ancestry feat, extreme curse, greater resolve, skill increase
18Oracle feat, skill feat
19General feat, legendary spellcaster, oracular clarity, skill increase
20Attribute boosts, oracle feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.

Oracle Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.7AVspOB6ITNzGFZi inline hr=false]

Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
153---------
254---------
3543--------
4544--------
55443-------
65444-------
754443------
854444------
9544443-----
10544444-----
115444443----
125444444----
1354444443---
1454444444---
15544444443--
16544444444--
175444444443-
185444444444-
1954444444441*
2054444444441*
* The oracular clarity class feature gives you a 10th-rank spell slot that works differently from other spell slots.

Spell Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.oracle.PartOne]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.oracle.PartTwo]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.oracle.PartThree]

Swapping Spells in Your Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.oracle.SpellSwapping]

Mystery

@Embed[Compendium.pf2e.classfeatures.Item.PRJYLksQEwT39bTl inline hr=false]

Revelation Spells

@Embed[Compendium.pf2e.classfeatures.Item.NXUOtO9NytHQurlg inline hr=false]

Oracular Curse

@Embed[Compendium.pf2e.classfeatures.Item.ibX2EhKkyUtbOHLj inline hr=false]

Oracle FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain an oracle class feat.

Skill FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Signature SpellsLevel 3

@Embed[Compendium.pf2e.classfeatures.Item.VKRjmXxBFLrJK01c inline hr=false]

Skill IncreasesLevel 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Expert SpellcasterLevel 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.oracle.Expert]

Mysterious ResolveLevel 7

@Embed[Compendium.pf2e.classfeatures.Item.cCTqkTHYnVCJKg4S inline hr=false]

Magical FortitudeLevel 9

@Localize[PF2E.SpecificRule.ClassFeatures.MagicalFortitude.oracle.Description]

Divine AccessLevel 11

@Embed[Compendium.pf2e.classfeatures.Item.iwAzV1IlQ2pMHQoB inline hr=false]

Oracular SensesLevel 11

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Major CurseLevel 11

@Embed[Compendium.pf2e.classfeatures.Item.rrzItB68Er0DzKx7 inline hr=false]

Weapon ExpertiseLevel 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.oracle.Description]

Light Armor ExpertiseLevel 13

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Premonition's ReflexesLevel 13

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Weapon SpecializationLevel 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Master SpellcasterLevel 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.oracle.Master]

Extreme CurseLevel 17

@Embed[Compendium.pf2e.classfeatures.Item.F4brPlp1tHGUqyuI inline hr=false]

Greater Mysterious ResolveLevel 17

@Embed[Compendium.pf2e.classfeatures.Item.Kj59CmXnMJDKXKWx inline hr=false]

Legendary SpellcasterLevel 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.oracle.Legendary]

Oracular ClarityLevel 19

@Embed[Compendium.pf2e.classfeatures.Item.571c1aGnvNVwfF6b inline hr=false]

", + "content": "

Your conduit to divine power eschews the traditional channels of prayer and servitude-you instead glean divine truths that extend beyond any single deity. You understand the great mysteries of the universe embodied in overarching concepts that transcend good and evil or chaos and law, whether because you perceive the common ground across multiple deities or circumvent their power entirely.

You explore one of these mysteries and draw upon its power to cast miraculous spells, but that power comes with a terrible price: a curse that grows stronger the more you draw upon it. Your abilities are a double-edged sword, which you might uphold as an instrument of the divine or view as a curse from the gods.

Key Attribute: CHARISMA

At 1st level, your class gives you an attribute bonus to Charisma

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

During Combat Encounters...

You draw upon your mystery to empower yourself in combat, balancing miraculous effects with the increasing severity of your curse as conflicting divine demands overtax your physical body. You cast spells to aid your allies and devastate your foes, or depending on your mystery, you might wade into battle yourself.

During Social Encounters...

You rely upon the insights drawn from your mystery. You might leverage your curse to intimidate people or hide its effects to better blend in.

While Exploring...

You recenter yourself to bring the terrible metaphysical conflicts causing your curse back under control so you can draw upon your mystery's power again later. You remain aware of supernatural forces acting around you, perhaps peeking into the future to gain insights.

In Downtime...

You might seek to learn more about your mystery and the divine wellsprings that fuel your power. Associating with others interested in the subject of your mystery can make it easier to live with your curse. You could associate with an organized religion or even start your own faithful following devoted to your mystery.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Religion

Trained in one or more skills determined by your mystery

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in oracle class DC

Class Features

You gain these features as an Oracle. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, oracle spellcasting, spell repertoire, mystery

2

Oracle feat, skill feat

3

2nd-rank spells, general feat, signature spells, skill increase

4

Oracle feat, skill feat

5

3rd-rank spells, attribute boosts, ancestry feat, skill increase

6

Oracle feat, skill feat

7

4th-rank spells, expert spellcaster, general feat, mysterious resolve, skill increase

8

Oracle feat, skill feat

9

5th-rank spells, ancestry feat, magical fortitude, skill increase

10

Attribute boosts, oracle feat, skill feat

11

6th-rank spells, divine access, general feat, major curse, oracular senses, skill increase, weapon expertise

12

Oracle feat, skill feat

13

7th-rank spells, ancestry feat, light armor expertise, premonition's reflexes, skill increase, weapon specialization

14

Oracle feat, skill feat

15

8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase

16

Oracle feat, skill feat

17

9th-rank spells, ancestry feat, extreme curse, greater resolve, skill increase

18

Oracle feat, skill feat

19

General feat, legendary spellcaster, oracular clarity, skill increase

20

Attribute boosts, oracle feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.

Oracle Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.7AVspOB6ITNzGFZi inline hr=false]

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

5

3

-

-

-

-

-

-

-

-

-

2

5

4

-

-

-

-

-

-

-

-

-

3

5

4

3

-

-

-

-

-

-

-

-

4

5

4

4

-

-

-

-

-

-

-

-

5

5

4

4

3

-

-

-

-

-

-

-

6

5

4

4

4

-

-

-

-

-

-

-

7

5

4

4

4

3

-

-

-

-

-

-

8

5

4

4

4

4

-

-

-

-

-

-

9

5

4

4

4

4

3

-

-

-

-

-

10

5

4

4

4

4

4

-

-

-

-

-

11

5

4

4

4

4

4

3

-

-

-

-

12

5

4

4

4

4

4

4

-

-

-

-

13

5

4

4

4

4

4

4

3

-

-

-

14

5

4

4

4

4

4

4

4

-

-

-

15

5

4

4

4

4

4

4

4

3

-

-

16

5

4

4

4

4

4

4

4

4

-

-

17

5

4

4

4

4

4

4

4

4

3

-

18

5

4

4

4

4

4

4

4

4

4

-

19

5

4

4

4

4

4

4

4

4

4

1*

20

5

4

4

4

4

4

4

4

4

4

1*

* The oracular clarity class feature gives you a 10th-rank spell slot that works differently from other spell slots.

Spell Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.oracle.PartOne]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.oracle.PartTwo]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.oracle.PartThree]

Swapping Spells in Your Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.oracle.SpellSwapping]

Mystery

@Embed[Compendium.pf2e.classfeatures.Item.PRJYLksQEwT39bTl inline hr=false]

Revelation Spells

@Embed[Compendium.pf2e.classfeatures.Item.NXUOtO9NytHQurlg inline hr=false]

Oracular Curse

@Embed[Compendium.pf2e.classfeatures.Item.ibX2EhKkyUtbOHLj inline hr=false]

Oracle FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain an oracle class feat.

Skill FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Signature SpellsLevel 3

@Embed[Compendium.pf2e.classfeatures.Item.VKRjmXxBFLrJK01c inline hr=false]

Skill IncreasesLevel 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Expert SpellcasterLevel 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.oracle.Expert]

Mysterious ResolveLevel 7

@Embed[Compendium.pf2e.classfeatures.Item.cCTqkTHYnVCJKg4S inline hr=false]

Magical FortitudeLevel 9

@Localize[PF2E.SpecificRule.ClassFeatures.MagicalFortitude.oracle.Description]

Divine AccessLevel 11

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Oracular SensesLevel 11

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Major CurseLevel 11

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Weapon ExpertiseLevel 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.oracle.Description]

Light Armor ExpertiseLevel 13

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Premonition's ReflexesLevel 13

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Weapon SpecializationLevel 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

Master SpellcasterLevel 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.oracle.Master]

Extreme CurseLevel 17

@Embed[Compendium.pf2e.classfeatures.Item.F4brPlp1tHGUqyuI inline hr=false]

Greater Mysterious ResolveLevel 17

@Embed[Compendium.pf2e.classfeatures.Item.Kj59CmXnMJDKXKWx inline hr=false]

Legendary SpellcasterLevel 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.oracle.Legendary]

Oracular ClarityLevel 19

@Embed[Compendium.pf2e.classfeatures.Item.571c1aGnvNVwfF6b inline hr=false]

", "format": 1 }, "title": { @@ -361,14 +366,14 @@ }, { "_id": "KVoEUJBAbAFUJTqw", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Psychic", "sort": 1700000, "src": null, "system": {}, "text": { - "content": "

The mind can perceive truths hidden to fine-tuned instruments, house more secrets than any tome, and move objects and hearts more deftly than any lever. By delving into both the conscious and subconscious aspects of your inner self, you have awoken to the might of psychic magic, allowing you to cast spells not through incantations or gestures but by the power of your will alone. While the thin line between your mind and reality means that a single errant thought could have unintended consequences for yourself and your companions, you know that anything is possible, if you can imagine it.

Key Attribute: INTELLIGENCE OR CHARISMA

At 1st level, your class gives you an attribute boost to Intelligence or Charisma, as determined by your choice of subconscious mind.

Hit Points: 6 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Psychic

During Combat Encounters...

You rely on your collection of psychic cantrips as a mainstay, choosing where and when to amplify them for maximum effect. You weave your more conventional spells into the fray where more complex magic is needed, unleashing your mind's full potential in a blaze of power when the time is right.

During Social Encounters...

You navigate situations guided by the source of your subconscious power. If your power springs from your personality, you might maneuver with empathy and sociability; if it's more cerebral, you might provide a steady logical front.

While Exploring...

You keep your mind's eye open for the many paranormal threats that those who are less sensitive might not detect. Typically, you either scan for magic or investigate for psychic impressions, veiled thoughts, and wandering spirits.

In Downtime...

You strive to learn more about the depths of the mind, seeking out new spells and phenomena to uncover, knowing that as you gain a deeper understanding of yourself, you can access more of the power within. You test the limits of your adaptability by retraining to fit your evolving understanding of your potential.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Occultism

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Trained in unarmored defense

Spells

Trained in occult spell attack rolls

Trained in occult spell DCs

Class Features

You gain these abilities as a psychic. Abilities gained at higher levels list the level at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, initial proficiencies, psychic spellcasting, spell repertoire, psi cantrips and psi amps, Unleash Psyche, subconscious mind, conscious mind
2Psychic feat, skill feat
32nd-rank spells, general feat, signature spells, skill increase
4Psychic feat, skill feat
53rd-rank spells, attribute boosts, ancestry feat, clarity of focus, precognitive reflexes, skill increase
6Psychic feat, skill feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Psychic feat, skill feat
95th-rank spells, ancestry feat, fortitude expertise, skill increase
10Attribute boosts, psychic feat, skill feat
116th-rank spells, extrasensory perception, general feat, skill increase, walls of will, weapon expertise
12Psychic feat, skill feat
137th-rank spells, ancestry feat, personal barrier, skill increase, weapon specialization
14Psychic feat, skill feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Psychic feat, skill feat
179th-rank spells, ancestry feat, fortress of will, skill increase
18Psychic feat, skill feat
19General feat, infinite mind, legendary spellcaster, skill increase
20Attribute boosts, psychic feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Psychic Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.iXwqJyBsjJNrKJae inline hr=false]

Spell Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.psychic.PartOne]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.psychic.PartTwo]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.psychic.PartThree]

Swapping Spells in your Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.psychic.SpellSwapping]

Psychic Spells per Day
Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
13*1---------
23*2---------
33*21--------
43*22--------
53*221-------
63*222-------
73*2221------
83*2222------
93*22221-----
103*22222-----
113*222221----
123*222222----
133*2222221---
143*2222222---
153*22222221--
163*22222222--
173*222222221-
183*222222222-
193*2222222221†
203*2222222222†

* Your conscious mind gives you three additional cantrips with amps. One cantrip is unique to your conscious mind.

† The infinite mind class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Psi Cantrips and Amps

@Embed[Compendium.pf2e.classfeatures.Item.1tyNn9sduyexXLfL inline hr=false]

Unleash Psyche

@Embed[Compendium.pf2e.classfeatures.Item.HwUps0waR29bwlTI inline hr=false]

@UUID[Compendium.pf2e.actionspf2e.Item.Unleash Psyche]

@Embed[Compendium.pf2e.actionspf2e.Item.7GeguyqyD1TjoC4r inline hr=false]

Subconscious Mind

@Embed[Compendium.pf2e.classfeatures.Item.79ZetrRF6S01P4Vf inline hr=false]

Conscious Mind

@Embed[Compendium.pf2e.classfeatures.Item.0fv6NVMZZ0peGL9e inline hr=false]

Psychic Feats Level 2

At 2nd level and every even-numbered level, you gain a psychic class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Signature Spells Level 3

@Embed[Compendium.pf2e.classfeatures.Item.VKRjmXxBFLrJK01c inline hr=false]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Clarity of Focus Level 5

@Embed[Compendium.pf2e.classfeatures.Item.k9MeSdp2DbGd1hFz inline hr=false]

Precognitive Reflexes Level 5

@Embed[Compendium.pf2e.classfeatures.Item.Ftz5jVa9X6aXybkC inline hr=false]

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.psychic.Expert]

Fortitude Expertise Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.psychic.Description]

Extrasensory Perception Level 11

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Walls of Will Level 11

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Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.psychic.Description]

Personal Barrier Level 13

@Embed[Compendium.pf2e.classfeatures.Item.MtHLCQGD6OW98WC2 inline hr=false]

Weapon Specialization Level 13

As you touch a weapon, you glimpse the hands that made and wielded it, teaching you how to inflict greater injuries. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.psychic.Master]

Fortress of Will Level 17

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Infinite Mind Level 19

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Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.psychic.Legendary]

", + "content": "

The mind can perceive truths hidden to fine-tuned instruments, house more secrets than any tome, and move objects and hearts more deftly than any lever. By delving into both the conscious and subconscious aspects of your inner self, you have awoken to the might of psychic magic, allowing you to cast spells not through incantations or gestures but by the power of your will alone. While the thin line between your mind and reality means that a single errant thought could have unintended consequences for yourself and your companions, you know that anything is possible, if you can imagine it.

Key Attribute: INTELLIGENCE OR CHARISMA

At 1st level, your class gives you an attribute boost to Intelligence or Charisma, as determined by your choice of subconscious mind.

Hit Points: 6 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Psychic

During Combat Encounters...

You rely on your collection of psychic cantrips as a mainstay, choosing where and when to amplify them for maximum effect. You weave your more conventional spells into the fray where more complex magic is needed, unleashing your mind's full potential in a blaze of power when the time is right.

During Social Encounters...

You navigate situations guided by the source of your subconscious power. If your power springs from your personality, you might maneuver with empathy and sociability; if it's more cerebral, you might provide a steady logical front.

While Exploring...

You keep your mind's eye open for the many paranormal threats that those who are less sensitive might not detect. Typically, you either scan for magic or investigate for psychic impressions, veiled thoughts, and wandering spirits.

In Downtime...

You strive to learn more about the depths of the mind, seeking out new spells and phenomena to uncover, knowing that as you gain a deeper understanding of yourself, you can access more of the power within. You test the limits of your adaptability by retraining to fit your evolving understanding of your potential.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Occultism

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Trained in unarmored defense

Spells

Trained in occult spell attack rolls

Trained in occult spell DCs

Class Features

You gain these abilities as a psychic. Abilities gained at higher levels list the level at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, initial proficiencies, psychic spellcasting, spell repertoire, psi cantrips and psi amps, Unleash Psyche, subconscious mind, conscious mind

2

Psychic feat, skill feat

3

2nd-rank spells, general feat, signature spells, skill increase

4

Psychic feat, skill feat

5

3rd-rank spells, attribute boosts, ancestry feat, clarity of focus, precognitive reflexes, skill increase

6

Psychic feat, skill feat

7

4th-rank spells, expert spellcaster, general feat, skill increase

8

Psychic feat, skill feat

9

5th-rank spells, ancestry feat, fortitude expertise, skill increase

10

Attribute boosts, psychic feat, skill feat

11

6th-rank spells, extrasensory perception, general feat, skill increase, walls of will, weapon expertise

12

Psychic feat, skill feat

13

7th-rank spells, ancestry feat, personal barrier, skill increase, weapon specialization

14

Psychic feat, skill feat

15

8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase

16

Psychic feat, skill feat

17

9th-rank spells, ancestry feat, fortress of will, skill increase

18

Psychic feat, skill feat

19

General feat, infinite mind, legendary spellcaster, skill increase

20

Attribute boosts, psychic feat, skill feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Psychic Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.iXwqJyBsjJNrKJae inline hr=false]

Spell Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.psychic.PartOne]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.psychic.PartTwo]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.psychic.PartThree]

Swapping Spells in your Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.psychic.SpellSwapping]

Psychic Spells per Day

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

3*

1

-

-

-

-

-

-

-

-

-

2

3*

2

-

-

-

-

-

-

-

-

-

3

3*

2

1

-

-

-

-

-

-

-

-

4

3*

2

2

-

-

-

-

-

-

-

-

5

3*

2

2

1

-

-

-

-

-

-

-

6

3*

2

2

2

-

-

-

-

-

-

-

7

3*

2

2

2

1

-

-

-

-

-

-

8

3*

2

2

2

2

-

-

-

-

-

-

9

3*

2

2

2

2

1

-

-

-

-

-

10

3*

2

2

2

2

2

-

-

-

-

-

11

3*

2

2

2

2

2

1

-

-

-

-

12

3*

2

2

2

2

2

2

-

-

-

-

13

3*

2

2

2

2

2

2

1

-

-

-

14

3*

2

2

2

2

2

2

2

-

-

-

15

3*

2

2

2

2

2

2

2

1

-

-

16

3*

2

2

2

2

2

2

2

2

-

-

17

3*

2

2

2

2

2

2

2

2

1

-

18

3*

2

2

2

2

2

2

2

2

2

-

19

3*

2

2

2

2

2

2

2

2

2

1†

20

3*

2

2

2

2

2

2

2

2

2

2†

* Your conscious mind gives you three additional cantrips with amps. One cantrip is unique to your conscious mind.

† The infinite mind class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Psi Cantrips and Amps

@Embed[Compendium.pf2e.classfeatures.Item.1tyNn9sduyexXLfL inline hr=false]

Unleash Psyche

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@UUID[Compendium.pf2e.actionspf2e.Item.Unleash Psyche]

@Embed[Compendium.pf2e.actionspf2e.Item.7GeguyqyD1TjoC4r inline hr=false]

Subconscious Mind

@Embed[Compendium.pf2e.classfeatures.Item.79ZetrRF6S01P4Vf inline hr=false]

Conscious Mind

@Embed[Compendium.pf2e.classfeatures.Item.0fv6NVMZZ0peGL9e inline hr=false]

Psychic Feats Level 2

At 2nd level and every even-numbered level, you gain a psychic class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Signature Spells Level 3

@Embed[Compendium.pf2e.classfeatures.Item.VKRjmXxBFLrJK01c inline hr=false]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Clarity of Focus Level 5

@Embed[Compendium.pf2e.classfeatures.Item.k9MeSdp2DbGd1hFz inline hr=false]

Precognitive Reflexes Level 5

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Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.psychic.Expert]

Fortitude Expertise Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.psychic.Description]

Extrasensory Perception Level 11

@Embed[Compendium.pf2e.classfeatures.Item.wOl7EeF7S6i753Ef inline hr=false]

Walls of Will Level 11

@Embed[Compendium.pf2e.classfeatures.Item.Kf9lSN6pVS2Hy4KI inline hr=false]

Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.psychic.Description]

Personal Barrier Level 13

@Embed[Compendium.pf2e.classfeatures.Item.MtHLCQGD6OW98WC2 inline hr=false]

Weapon Specialization Level 13

As you touch a weapon, you glimpse the hands that made and wielded it, teaching you how to inflict greater injuries. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.psychic.Master]

Fortress of Will Level 17

@Embed[Compendium.pf2e.classfeatures.Item.Hw6Ji7Fgx0XkVkac inline hr=false]

Infinite Mind Level 19

@Embed[Compendium.pf2e.classfeatures.Item.mZwD2brwXlyR9RAR inline hr=false]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.psychic.Legendary]

", "format": 1 }, "title": { @@ -383,14 +388,14 @@ }, { "_id": "gdEmPPRYhRai7I1N", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Ranger", "sort": 1800000, "src": null, "system": {}, "text": { - "content": "

Some rangers believe civilization wears down the soul, but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.

Key Attribute: STRENGTH OR DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Ranger

During Combat Encounters...

You can single out particular foes to hunt, making you better at defeating them. You target and brutalize your chosen foe with either a bow or melee weapons, while supporting your allies with your skills.

During Social Encounters...

When you speak, it's with the voice of practical experience, especially involving wilderness exploration.

While Exploring...

You guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it's not overt.

In Downtime...

You craft weapons and train animals in preparation for your next venture. If you prefer to get outside, you might go on hunts or scout nearby areas to better understand your environment.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in Nature

Trained in Survival

Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in ranger class DC

Class Features

You gain these features as a Ranger. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, initial proficiencies, hunt prey, hunter's edge, ranger feat
2Ranger feat, skill feat
3General feat, will expertise, skill increase
4Ranger feat, skill feat
5Attribute boosts, ancestry feat, ranger weapon expertise, skill increase, trackless journey
6Ranger feat, skill feat
7general feat, natural reflexes, skill increase, perception mastery, weapon specialization
8Ranger feat, skill feat
9Ancestry feat, nature's edge, ranger expertise, skill increase
10Attribute boosts, ranger feat, skill feat
11General feat, warden's endurance, medium armor expertise, skill increase, unimpeded journey
12Ranger feat, skill feat
13Ancestry feat, skill increase, martial weapon mastery
14Ranger feat, skill feat
15Attribute boosts, general feat, greater weapon specialization, greater natural reflexes, perception legend, skill increase
16Ranger feat, skill feat
17Ancestry feat, masterful hunter, skill increase
18Ranger feat, skill feat
19General feat, medium armor mastery, skill increase, swift prey
20Attribute boosts, ranger feat, skill feat

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Hunt Prey

@Embed[Compendium.pf2e.classfeatures.Item.0nIOGpHQNHsKSFKT inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Hunt Prey] A


@Embed[Compendium.pf2e.actionspf2e.Item.JYi4MnsdFu618hPm inline]

Hunter's Edge

@Embed[Compendium.pf2e.classfeatures.Item.mzkkj9LEWjJPBhaq inline]

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Ranger Feats

At 1st level and every even-numbered level, you gain a ranger class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Will Expertise Level 3

@Embed[Compendium.pf2e.classfeatures.Item.NhcF2CbXA8R1UCg4 inline]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Ranger Weapon Expertise Level 5

@Embed[Compendium.pf2e.classfeatures.Item.QhoW8ivPvYmWzyEZ inline]

Trackless Journey Level 5

@Embed[Compendium.pf2e.classfeatures.Item.PeZi7E9lI4vz8EGY inline]

Natural Reflexes Level 7

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Perception MasteryLevel 7

@Localize[PF2E.SpecificRule.ClassFeatures.PerceptionMastery.ranger.Description]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Nature's Edge Level 9

@Embed[Compendium.pf2e.classfeatures.Item.j2R64kwUgEJ1TudD inline]

Ranger Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.5likl5SAxQPrQ3KF inline]

Warden's Endurance Level 11

@Embed[Compendium.pf2e.classfeatures.Item.gc6OMDRxTpSfsVtk inline]

Medium Armor Expertise Level 11

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Unimpeded Journey Level 11

@Embed[Compendium.pf2e.classfeatures.Item.RlwE99yKnhq8FUuy inline]

Martial Weapon Mastery Level 13

@Embed[Compendium.pf2e.classfeatures.Item.i6563IU7x4L9oRgC inline]

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline]

Greater Natural Reflexes Level 15

@Embed[Compendium.pf2e.classfeatures.Item.rpLPCkTXCZlQ51SR inline]

Perception Legend Level 15

@Embed[Compendium.pf2e.classfeatures.Item.nLwPMPLRne1HnL00 inline]

Masterful Hunter Level 17

@Embed[Compendium.pf2e.classfeatures.Item.RVZC4wVy5B5W2OeS inline]

Medium Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.cGMSYAErbUG5E8X2 inline]

Swift Prey Level 19

@Embed[Compendium.pf2e.classfeatures.Item.bBGb1LcffXEqar0p inline]

", + "content": "

Some rangers believe civilization wears down the soul, but still needs to be protected from wild creatures. Others say nature needs to be protected from the greedy, who wish to tame its beauty and plunder its treasures. You could champion either goal, or both. You might be a scout, tracker, or hunter of fugitives or beasts, haunting the edge of civilization or exploring the wilds. You know how to live off the land and are skilled at spotting and taking down both opportune prey and hated enemies.

Key Attribute: STRENGTH OR DEXTERITY

At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Ranger

During Combat Encounters...

You can single out particular foes to hunt, making you better at defeating them. You target and brutalize your chosen foe with either a bow or melee weapons, while supporting your allies with your skills.

During Social Encounters...

When you speak, it's with the voice of practical experience, especially involving wilderness exploration.

While Exploring...

You guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it's not overt.

In Downtime...

You craft weapons and train animals in preparation for your next venture. If you prefer to get outside, you might go on hunts or scout nearby areas to better understand your environment.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude

Expert in Reflex

Trained in Will

Skills

Trained in Nature

Trained in Survival

Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in ranger class DC

Class Features

You gain these features as a Ranger. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, initial proficiencies, hunt prey, hunter's edge, ranger feat

2

Ranger feat, skill feat

3

General feat, will expertise, skill increase

4

Ranger feat, skill feat

5

Attribute boosts, ancestry feat, ranger weapon expertise, skill increase, trackless journey

6

Ranger feat, skill feat

7

general feat, natural reflexes, skill increase, perception mastery, weapon specialization

8

Ranger feat, skill feat

9

Ancestry feat, nature's edge, ranger expertise, skill increase

10

Attribute boosts, ranger feat, skill feat

11

General feat, warden's endurance, medium armor expertise, skill increase, unimpeded journey

12

Ranger feat, skill feat

13

Ancestry feat, skill increase, martial weapon mastery

14

Ranger feat, skill feat

15

Attribute boosts, general feat, greater weapon specialization, greater natural reflexes, perception legend, skill increase

16

Ranger feat, skill feat

17

Ancestry feat, masterful hunter, skill increase

18

Ranger feat, skill feat

19

General feat, medium armor mastery, skill increase, swift prey

20

Attribute boosts, ranger feat, skill feat

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Hunt Prey

@Embed[Compendium.pf2e.classfeatures.Item.0nIOGpHQNHsKSFKT inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Hunt Prey] A


@Embed[Compendium.pf2e.actionspf2e.Item.JYi4MnsdFu618hPm inline]

Hunter's Edge

@Embed[Compendium.pf2e.classfeatures.Item.mzkkj9LEWjJPBhaq inline]

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Ranger Feats

At 1st level and every even-numbered level, you gain a ranger class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Will Expertise Level 3

@Embed[Compendium.pf2e.classfeatures.Item.NhcF2CbXA8R1UCg4 inline]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Ranger Weapon Expertise Level 5

@Embed[Compendium.pf2e.classfeatures.Item.QhoW8ivPvYmWzyEZ inline]

Trackless Journey Level 5

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Natural Reflexes Level 7

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Perception MasteryLevel 7

@Localize[PF2E.SpecificRule.ClassFeatures.PerceptionMastery.ranger.Description]

Weapon Specialization Level 7

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Nature's Edge Level 9

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Ranger Expertise Level 9

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Warden's Endurance Level 11

@Embed[Compendium.pf2e.classfeatures.Item.gc6OMDRxTpSfsVtk inline]

Medium Armor Expertise Level 11

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Unimpeded Journey Level 11

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Martial Weapon Mastery Level 13

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Greater Weapon Specialization Level 15

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Greater Natural Reflexes Level 15

@Embed[Compendium.pf2e.classfeatures.Item.rpLPCkTXCZlQ51SR inline]

Perception Legend Level 15

@Embed[Compendium.pf2e.classfeatures.Item.nLwPMPLRne1HnL00 inline]

Masterful Hunter Level 17

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Medium Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.cGMSYAErbUG5E8X2 inline]

Swift Prey Level 19

@Embed[Compendium.pf2e.classfeatures.Item.bBGb1LcffXEqar0p inline]

", "format": 1 }, "title": { @@ -405,14 +410,14 @@ }, { "_id": "u4qPrDRBagxG9wj8", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Rogue", "sort": 1900000, "src": null, "system": {}, "text": { - "content": "

You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents' missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don't care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.

Key Attribute: DEXTERITY OR OTHER

At 1st level, your class gives you an attribute boost to Dexterity or an option from rogue's racket.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Rogue

During Combat Encounters...

You move about stealthily so you can catch foes unawares. You're a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.

During Social Encounters...

Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.

While Exploring...

You sneak to get the drop on foes and scout for danger or traps. You're a great asset, since you can disable traps, solve puzzles, and anticipate dangers.

In Downtime...

You might pick pockets or trade in illegal goods. You can also become part of a thieves' guild, or even found one of your own.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in Stealth

Trained in one or more skills determined by your rogue's racket

Trained in a number of additional skills equal to 7 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Class DC

Trained in rogue class DC

Class Features

You gain these features as a Rogue. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, rogue's racket, sneak attack 1d6, surprise attack, rogue feat, skill feat
2Rogue feat, skill feat, skill increase
3Deny advantage, general feat, skill feat, skill increase
4Rogue feat, skill feat, skill increase
5Attribute boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks
6Rogue feat, skill feat, skill increase
7Evasive reflexes, general feat, skill feat, skill increase, vigilant senses, weapon specialization
8Rogue feat, skill feat, skill increase
9Ancestry feat, debilitating strike, rogue resilience, skill feat, skill increase
10Attribute boosts, rogue feat, skill feat, skill increase
11General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6
12Rogue feat, skill feat, skill increase
13Ancestry feat, improved rogue reflexes, incredible senses, light armor expertise, master tricks, skill feat, skill increase
14Rogue feat, skill feat, skill increase
15Attribute boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase
16Rogue feat, skill feat, skill increase
17Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6
18Rogue feat, skill feat, skill increase
19General feat, light armor mastery, master strike, skill feat, skill increase
20Attribute boosts, rogue feat, skill feat, skill increase

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Rogue Feats

At 1st level and every even-numbered level, you gain a rogue class feat.

Rogue's Racket

@Embed[Compendium.pf2e.classfeatures.Item.uGuCGQvUmioFV2Bd inline]

Skill Feats

You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat.

Sneak Attack

@Embed[Compendium.pf2e.classfeatures.Item.j1JE61quDxdge4mg inline]

Surprise Attack

@Embed[Compendium.pf2e.feats-srd.Item.io6eJGrw701WbmYe inline]

Skill Increases Level 2

You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or to become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Deny Advantage Level 3

@Embed[Compendium.pf2e.classfeatures.Item.PNpmVmD21zViDtGC inline]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the initial ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Tricks Level 5

@Embed[Compendium.pf2e.classfeatures.Item.v8UNEJR5IDKi8yqa inline]

Evasive Reflexes Level 7

@Embed[Compendium.pf2e.classfeatures.Item.oa3TJpPnvL98EUHh inline]

Perception Mastery Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.PerceptionMastery.rogue.Description]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Debilitating Strikes Level 9

When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.

@UUID[Compendium.pf2e.actionspf2e.Item.Debilitating Strike] F

@Embed[Compendium.pf2e.actionspf2e.Item.bp0Up04x3dzGK5bB inline]

Rogue Resilience Level 9

@Embed[Compendium.pf2e.classfeatures.Item.fMHYzXEUMoWskKMF inline]

Rogue Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.f3Dh32EU4VsHu01b inline]

Greater Rogue Reflexes Level 13

@Embed[Compendium.pf2e.classfeatures.Item.BTpL6XvMk4jvVYYJ inline]

Perception Legend Level 13

@Embed[Compendium.pf2e.classfeatures.Item.nLwPMPLRne1HnL00 inline]

Light Armor Expertise Level 13

@Embed[Compendium.pf2e.classfeatures.Item.pZYkb12t5DSwtts7 inline]

Master Tricks Level 13

@Embed[Compendium.pf2e.classfeatures.Item.myvcir1LEkaVxOlE inline]

Double Debilitation Level 15

@Embed[Compendium.pf2e.classfeatures.Item.W1FkMHYVDg3yTU5r inline]

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline]

Agile Mind Level 17

@Embed[Compendium.pf2e.classfeatures.Item.xmZ7oeTDcQVXegUP inline]

Light Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.SHpjmM4A3Sw4GgDz inline]

Master Strike Level 19

@Embed[Compendium.pf2e.classfeatures.Item.SUUdWG0t33VKa5q4 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Master Strike] F

@Embed[Compendium.pf2e.actionspf2e.Item.Rlp7ND33yYfxiEWi inline]

", + "content": "

You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents' missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don't care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.

Key Attribute: DEXTERITY OR OTHER

At 1st level, your class gives you an attribute boost to Dexterity or an option from rogue's racket.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Rogue

During Combat Encounters...

You move about stealthily so you can catch foes unawares. You're a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.

During Social Encounters...

Your skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.

While Exploring...

You sneak to get the drop on foes and scout for danger or traps. You're a great asset, since you can disable traps, solve puzzles, and anticipate dangers.

In Downtime...

You might pick pockets or trade in illegal goods. You can also become part of a thieves' guild, or even found one of your own.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in Stealth

Trained in one or more skills determined by your rogue's racket

Trained in a number of additional skills equal to 7 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Class DC

Trained in rogue class DC

Class Features

You gain these features as a Rogue. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, rogue's racket, sneak attack 1d6, surprise attack, rogue feat, skill feat

2

Rogue feat, skill feat, skill increase

3

Deny advantage, general feat, skill feat, skill increase

4

Rogue feat, skill feat, skill increase

5

Attribute boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks

6

Rogue feat, skill feat, skill increase

7

Evasive reflexes, general feat, skill feat, skill increase, vigilant senses, weapon specialization

8

Rogue feat, skill feat, skill increase

9

Ancestry feat, debilitating strike, rogue resilience, skill feat, skill increase

10

Attribute boosts, rogue feat, skill feat, skill increase

11

General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6

12

Rogue feat, skill feat, skill increase

13

Ancestry feat, improved rogue reflexes, incredible senses, light armor expertise, master tricks, skill feat, skill increase

14

Rogue feat, skill feat, skill increase

15

Attribute boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase

16

Rogue feat, skill feat, skill increase

17

Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6

18

Rogue feat, skill feat, skill increase

19

General feat, light armor mastery, master strike, skill feat, skill increase

20

Attribute boosts, rogue feat, skill feat, skill increase

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Rogue Feats

At 1st level and every even-numbered level, you gain a rogue class feat.

Rogue's Racket

@Embed[Compendium.pf2e.classfeatures.Item.uGuCGQvUmioFV2Bd inline]

Skill Feats

You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat.

Sneak Attack

@Embed[Compendium.pf2e.classfeatures.Item.j1JE61quDxdge4mg inline]

Surprise Attack

@Embed[Compendium.pf2e.feats-srd.Item.io6eJGrw701WbmYe inline]

Skill Increases Level 2

You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or to become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Deny Advantage Level 3

@Embed[Compendium.pf2e.classfeatures.Item.PNpmVmD21zViDtGC inline]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the initial ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Tricks Level 5

@Embed[Compendium.pf2e.classfeatures.Item.v8UNEJR5IDKi8yqa inline]

Evasive Reflexes Level 7

@Embed[Compendium.pf2e.classfeatures.Item.oa3TJpPnvL98EUHh inline]

Perception Mastery Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.PerceptionMastery.rogue.Description]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Debilitating Strikes Level 9

When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.

@UUID[Compendium.pf2e.actionspf2e.Item.Debilitating Strike] F

@Embed[Compendium.pf2e.actionspf2e.Item.bp0Up04x3dzGK5bB inline]

Rogue Resilience Level 9

@Embed[Compendium.pf2e.classfeatures.Item.fMHYzXEUMoWskKMF inline]

Rogue Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.f3Dh32EU4VsHu01b inline]

Greater Rogue Reflexes Level 13

@Embed[Compendium.pf2e.classfeatures.Item.BTpL6XvMk4jvVYYJ inline]

Perception Legend Level 13

@Embed[Compendium.pf2e.classfeatures.Item.nLwPMPLRne1HnL00 inline]

Light Armor Expertise Level 13

@Embed[Compendium.pf2e.classfeatures.Item.pZYkb12t5DSwtts7 inline]

Master Tricks Level 13

@Embed[Compendium.pf2e.classfeatures.Item.myvcir1LEkaVxOlE inline]

Double Debilitation Level 15

@Embed[Compendium.pf2e.classfeatures.Item.W1FkMHYVDg3yTU5r inline]

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline]

Agile Mind Level 17

@Embed[Compendium.pf2e.classfeatures.Item.xmZ7oeTDcQVXegUP inline]

Light Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.SHpjmM4A3Sw4GgDz inline]

Master Strike Level 19

@Embed[Compendium.pf2e.classfeatures.Item.SUUdWG0t33VKa5q4 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Master Strike] F

@Embed[Compendium.pf2e.actionspf2e.Item.Rlp7ND33yYfxiEWi inline]

", "format": 1, "markdown": "" }, @@ -428,14 +433,14 @@ }, { "_id": "rsDTKu4HUuKft7fk", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Swashbuckler", "sort": 2000000, "src": null, "system": {}, "text": { - "content": "

Many warriors rely on brute force, weighty armor, or cumbersome weapons. For you, battle is a dance where you move among foes with style and grace. You dart among combatants with flair and land powerful finishing moves with a flick of the wrist and a flash of the blade, all while countering attacks with elegant ripostes that keep enemies off balance. Harassing and thwarting your foes lets you charm fate and cheat death time and again with aplomb and plenty of flair.

Key Attribute: DEXTERITY

At 1st level, your class gives you an attribute boost to Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Swashbuckler

During Combat Encounters...

You show off to gain panache, leveraging your flair to build up to powerful finishing moves. You stay nimble, moving into the best position to perform your maneuvers while dodging enemy blows and responding with swift ripostes. Depending on your swashbuckler's style, you might dance among your foes; slip past their defenses; or beguile, distract, or frighten them.

During Social Encounters...

You are equally likely to charm or intimidate others-or both. You might be an adept socialite, or you might create distractions for others who do the talking.

While Exploring...

You keep a careful eye on your surroundings and other people, always prepared to leap into action with bravado and flair. You interact with the environment in bold, sweeping strokes rather than skulking to avoid detection.

In Downtime...

You might carouse at the tavern, repair and maintain your armaments, or train to learn new techniques. To maintain your impressive reputation, you might build an organization in your name or establish a following of admirers.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in Acrobatics

Trained in one skill determined by your swashbuckler's style

Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Class DC

Trained in swashbuckler class DC

Class Features

You gain these features as a Swashbuckler. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, panache, precise strike, stylish combatant, swashbuckler's style, confident finisher, swashbuckler feat
2Skill feat, swashbuckler feat
3Fortitude expertise, general feat, opportune riposte, skill increase, stylish tricks, vivacious speed
4Skill feat, swashbuckler feat
5Attribute boosts, ancestry feat, precise strike (3d6), skill increase, weapon expertise
6Skill feat, swashbuckler feat
7Confident evasion, general feat, skill increase, stylish tricks, vivacious speed, weapon specialization
8Skill feat, swashbuckler feat
9Ancestry feat, exemplary finish, precise strike (4d6), skill increase, swashbuckler expertise
10Attribute boosts, skill feat, swashbuckler feat
11Continuous flair, general feat, perception mastery, skill increase, vivacious speed
12Skill feat, swashbuckler feat
13Ancestry feat, improved evasion, light armor expertise, precise strike (5d6), skill increase, weapon mastery
14Skill feat, swashbuckler feat
15Attribute boosts, general feat, greater weapon specialization, keen flair, skill increase, stylish trick, vivacious speed
16Skill feat, swashbuckler feat
17Ancestry feat, precise strike (6d6), resolve, skill increase
18Skill feat, swashbuckler feat
19Eternal confidence, general feat, light armor mastery, skill increase, vivacious speed
20Attribute boosts, skill feat, swashbuckler feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Panache

@Embed[Compendium.pf2e.classfeatures.Item.LzYi0OuOoypNb6jd inline]

Precise Strike

@Embed[Compendium.pf2e.classfeatures.Item.RQH6vigvhmiYKKjg inline]

Stylish Combatant

@Embed[Compendium.pf2e.classfeatures.Item.TALz3cU06Hb14Key inline]

Swashbuckler's Style

@Embed[Compendium.pf2e.classfeatures.Item.beW1OqibVQ3fBvRw inline]

Confident Finisher

You gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action.

Swashbuckler Feats

At 1st level and every even-numbered level, you gain a swashbuckler class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Fortitude Expertise Level 3

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.swashbuckler.Description]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Opportune Riposte Level 3

@Embed[Compendium.pf2e.classfeatures.Item.Jtn7IugykXDlIoZq inline]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Stylish Tricks Level 3

@Embed[Compendium.pf2e.classfeatures.Item.pthjQIK9pDxnbER6 inline]

Vivacious Speed Level 3

@Embed[Compendium.pf2e.classfeatures.Item.8BOFeRE7ZfJ02N0O inline]

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Expertise Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.swashbuckler.Description]

Confident Evasion Level 7

@Embed[Compendium.pf2e.classfeatures.Item.HBTLwREPKK3H4xVD inline]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Exemplary Finisher Level 9

@Embed[Compendium.pf2e.classfeatures.Item.KxpaxUSuBC7hr4F7 inline]

Swashbuckler Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.U74JoAcLHTOsZG6q inline]

Continuous Flair Level 11

@Embed[Compendium.pf2e.classfeatures.Item.13QpCrR8a8XULbJa inline]

Perception Mastery Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.PerceptionMastery.swashbuckler.Description]

Assured Evasion Level 13

@Embed[Compendium.pf2e.classfeatures.Item.syEkISIi0F9946zo inline]

Light Armor Expertise Level 13

@Embed[Compendium.pf2e.classfeatures.Item.pZYkb12t5DSwtts7 inline]

Weapon Mastery Level 13

@Embed[Compendium.pf2e.classfeatures.Item.i6563IU7x4L9oRgC inline]

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline]

Keen Flair Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Pk3Ht0KZyFxSeL07 inline]

Reinforced Ego Level 17

@Embed[Compendium.pf2e.classfeatures.Item.5cjr4uwygBp6vihP inline]

Eternal Confidence Level 17

@Embed[Compendium.pf2e.classfeatures.Item.ypfT3iybew6ZSIUl inline]

Light Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.SHpjmM4A3Sw4GgDz inline]

", + "content": "

Many warriors rely on brute force, weighty armor, or cumbersome weapons. For you, battle is a dance where you move among foes with style and grace. You dart among combatants with flair and land powerful finishing moves with a flick of the wrist and a flash of the blade, all while countering attacks with elegant ripostes that keep enemies off balance. Harassing and thwarting your foes lets you charm fate and cheat death time and again with aplomb and plenty of flair.

Key Attribute: DEXTERITY

At 1st level, your class gives you an attribute boost to Dexterity.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Swashbuckler

During Combat Encounters...

You show off to gain panache, leveraging your flair to build up to powerful finishing moves. You stay nimble, moving into the best position to perform your maneuvers while dodging enemy blows and responding with swift ripostes. Depending on your swashbuckler's style, you might dance among your foes; slip past their defenses; or beguile, distract, or frighten them.

During Social Encounters...

You are equally likely to charm or intimidate others-or both. You might be an adept socialite, or you might create distractions for others who do the talking.

While Exploring...

You keep a careful eye on your surroundings and other people, always prepared to leap into action with bravado and flair. You interact with the environment in bold, sweeping strokes rather than skulking to avoid detection.

In Downtime...

You might carouse at the tavern, repair and maintain your armaments, or train to learn new techniques. To maintain your impressive reputation, you might build an organization in your name or establish a following of admirers.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in Acrobatics

Trained in one skill determined by your swashbuckler's style

Trained in a number of additional skills equal to 4 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in unarmored defense

Class DC

Trained in swashbuckler class DC

Class Features

You gain these features as a Swashbuckler. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, panache, precise strike, stylish combatant, swashbuckler's style, confident finisher, swashbuckler feat

2

Skill feat, swashbuckler feat

3

Fortitude expertise, general feat, opportune riposte, skill increase, stylish tricks, vivacious speed

4

Skill feat, swashbuckler feat

5

Attribute boosts, ancestry feat, precise strike (3d6), skill increase, weapon expertise

6

Skill feat, swashbuckler feat

7

Confident evasion, general feat, skill increase, stylish tricks, vivacious speed, weapon specialization

8

Skill feat, swashbuckler feat

9

Ancestry feat, exemplary finish, precise strike (4d6), skill increase, swashbuckler expertise

10

Attribute boosts, skill feat, swashbuckler feat

11

Continuous flair, general feat, perception mastery, skill increase, vivacious speed

12

Skill feat, swashbuckler feat

13

Ancestry feat, improved evasion, light armor expertise, precise strike (5d6), skill increase, weapon mastery

14

Skill feat, swashbuckler feat

15

Attribute boosts, general feat, greater weapon specialization, keen flair, skill increase, stylish trick, vivacious speed

16

Skill feat, swashbuckler feat

17

Ancestry feat, precise strike (6d6), resolve, skill increase

18

Skill feat, swashbuckler feat

19

Eternal confidence, general feat, light armor mastery, skill increase, vivacious speed

20

Attribute boosts, skill feat, swashbuckler feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Panache

@Embed[Compendium.pf2e.classfeatures.Item.LzYi0OuOoypNb6jd inline]

Precise Strike

@Embed[Compendium.pf2e.classfeatures.Item.RQH6vigvhmiYKKjg inline]

Stylish Combatant

@Embed[Compendium.pf2e.classfeatures.Item.TALz3cU06Hb14Key inline]

Swashbuckler's Style

@Embed[Compendium.pf2e.classfeatures.Item.beW1OqibVQ3fBvRw inline]

Confident Finisher

You gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action.

Swashbuckler Feats

At 1st level and every even-numbered level, you gain a swashbuckler class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Fortitude Expertise Level 3

@Localize[PF2E.SpecificRule.ClassFeatures.FortitudeExpertise.swashbuckler.Description]

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Opportune Riposte Level 3

@Embed[Compendium.pf2e.classfeatures.Item.Jtn7IugykXDlIoZq inline]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Stylish Tricks Level 3

@Embed[Compendium.pf2e.classfeatures.Item.pthjQIK9pDxnbER6 inline]

Vivacious Speed Level 3

@Embed[Compendium.pf2e.classfeatures.Item.8BOFeRE7ZfJ02N0O inline]

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Weapon Expertise Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.swashbuckler.Description]

Confident Evasion Level 7

@Embed[Compendium.pf2e.classfeatures.Item.HBTLwREPKK3H4xVD inline]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Exemplary Finisher Level 9

@Embed[Compendium.pf2e.classfeatures.Item.KxpaxUSuBC7hr4F7 inline]

Swashbuckler Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.U74JoAcLHTOsZG6q inline]

Continuous Flair Level 11

@Embed[Compendium.pf2e.classfeatures.Item.13QpCrR8a8XULbJa inline]

Perception Mastery Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.PerceptionMastery.swashbuckler.Description]

Assured Evasion Level 13

@Embed[Compendium.pf2e.classfeatures.Item.syEkISIi0F9946zo inline]

Light Armor Expertise Level 13

@Embed[Compendium.pf2e.classfeatures.Item.pZYkb12t5DSwtts7 inline]

Weapon Mastery Level 13

@Embed[Compendium.pf2e.classfeatures.Item.i6563IU7x4L9oRgC inline]

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline]

Keen Flair Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Pk3Ht0KZyFxSeL07 inline]

Reinforced Ego Level 17

@Embed[Compendium.pf2e.classfeatures.Item.5cjr4uwygBp6vihP inline]

Eternal Confidence Level 17

@Embed[Compendium.pf2e.classfeatures.Item.ypfT3iybew6ZSIUl inline]

Light Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.SHpjmM4A3Sw4GgDz inline]

", "format": 1 }, "title": { @@ -450,14 +455,14 @@ }, { "_id": "ixBx2wZpnf4qUoEv", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Sorcerer", "sort": 2100000, "src": null, "system": {}, "text": { - "content": "

You didn't choose to become a spellcaster-you were born one. There's magic in your blood, whether a divinity touched one of your ancestors, a forebear communed with a primal creature, or a powerful occult ritual influenced your line. Self-reflection and study allow you to refine your inherent magical skills and unlock new, more powerful abilities. The power in your blood carries a risk, however, and you constantly face the choice of whether you'll rise to become a master spellcaster or fall into destruction.

Key Attribute: CHARISMA

At 1st level, your class gives you an attribute boost to Charisma.

Hit Points: 6 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Sorcerer

During Combat Encounters...

You use spells to injure your enemies, influence their minds, and hamper their movements. You might be too vulnerable to get into melee combat, or your bloodline might give you abilities that help you hold your own in a brawl. While your magic is powerful, to conserve your best spells-or when you've used them all up-you also rely on cantrips.

During Social Encounters...

Your natural charisma makes you good at interacting with people.

While Exploring...

You detect the magic around you, finding treasures and warning your adventuring group of magical traps. When the group encounters mysteries or problems related to your bloodline, you try to solve them.

In Downtime...

You craft magic items or scribe scrolls. Your bloodline might drive you to research your ancestry or associate with affiliated people or creatures.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in one or more skills determined by your bloodline

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in sorcerer class DC

Class Features

You gain these features as a Sorcerer. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire, sorcerous potency
2Skill feat, sorcerer feat
32nd-rank spells, general feat, signature spells, skill increase
4Skill feat, sorcerer feat
53rd-rank spells, attribute boosts, ancestry feat, magical fortitude, skill increase
6Skill feat, sorcerer feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Skill feat, sorcerer feat
95th-rank spells, ancestry feat, reflex expert, skill increase
10Attribute boosts, skill feat, sorcerer feat
116th-rank spells, perception expert, general feat, weapon expertise, skill increase
12Skill feat, sorcerer feat
137th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization
14Skill feat, sorcerer feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Skill feat, sorcerer feat
179th-rank spells, ancestry feat, majestic will, skill increase
18Skill feat, sorcerer feat
19Bloodline paragon, general feat, legendary spellcaster, skill increase
20Attribute boosts, skill feat, sorcerer feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.

Bloodline

@Embed[Compendium.pf2e.classfeatures.Item.2goYo6VNbwC6aKF1 inline]

Sorcerer Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.gmnx7e1g08bppbqt inline]

Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
153---------
254---------
3543--------
4544--------
55443-------
65444-------
754443------
854444------
9544443-----
10544444-----
115444443----
125444444----
1354444443---
1454444444---
15544444443--
16544444444--
175444444443-
185444444444-
1954444444441*
2054444444441*
* The bloodline paragon class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Spell Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.sorcerer.PartOne]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.sorcerer.PartTwo]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.sorcerer.PartThree]

Swapping Spells in Your Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.sorcerer.SpellSwapping]

Bloodline Spells

@Embed[Compendium.pf2e.classfeatures.Item.H6ziAPvCipTPG8SH inline]

Sorcerous Potency

@Embed[Compendium.pf2e.classfeatures.Item.yBvGqA6Edp6ImaR3 inline]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Sorcerer FeatsLevel 2

At 2nd level and every even-numbered level thereafter, you gain a sorcerer class feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Signature Spells Level 3

Your innate power allows you to cast some of your spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Magical Fortitude Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.MagicalFortitude.sorcerer.Description]

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.sorcerer.Expert]

Reflex Expertise Level 9

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Perception Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline]

Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.sorcerer.Description]

Defensive Robes Level 13

@Embed[Compendium.pf2e.classfeatures.Item.gU7epgcPSm0TD1UK inline]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.sorcerer.Master]

Majestic WillLevel 17

@Embed[Compendium.pf2e.classfeatures.Item.7D8duG4ARFxLLm9F inline]

Bloodline Paragon Level 19

@Embed[Compendium.pf2e.classfeatures.Item.feCnVrPPlKhl701x inline]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.sorcerer.Legendary]

", + "content": "

You didn't choose to become a spellcaster-you were born one. There's magic in your blood, whether a divinity touched one of your ancestors, a forebear communed with a primal creature, or a powerful occult ritual influenced your line. Self-reflection and study allow you to refine your inherent magical skills and unlock new, more powerful abilities. The power in your blood carries a risk, however, and you constantly face the choice of whether you'll rise to become a master spellcaster or fall into destruction.

Key Attribute: CHARISMA

At 1st level, your class gives you an attribute boost to Charisma.

Hit Points: 6 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Sorcerer

During Combat Encounters...

You use spells to injure your enemies, influence their minds, and hamper their movements. You might be too vulnerable to get into melee combat, or your bloodline might give you abilities that help you hold your own in a brawl. While your magic is powerful, to conserve your best spells-or when you've used them all up-you also rely on cantrips.

During Social Encounters...

Your natural charisma makes you good at interacting with people.

While Exploring...

You detect the magic around you, finding treasures and warning your adventuring group of magical traps. When the group encounters mysteries or problems related to your bloodline, you try to solve them.

In Downtime...

You craft magic items or scribe scrolls. Your bloodline might drive you to research your ancestry or associate with affiliated people or creatures.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in one or more skills determined by your bloodline

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in sorcerer class DC

Class Features

You gain these features as a Sorcerer. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire, sorcerous potency

2

Skill feat, sorcerer feat

3

2nd-rank spells, general feat, signature spells, skill increase

4

Skill feat, sorcerer feat

5

3rd-rank spells, attribute boosts, ancestry feat, magical fortitude, skill increase

6

Skill feat, sorcerer feat

7

4th-rank spells, expert spellcaster, general feat, skill increase

8

Skill feat, sorcerer feat

9

5th-rank spells, ancestry feat, reflex expert, skill increase

10

Attribute boosts, skill feat, sorcerer feat

11

6th-rank spells, perception expert, general feat, weapon expertise, skill increase

12

Skill feat, sorcerer feat

13

7th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization

14

Skill feat, sorcerer feat

15

8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase

16

Skill feat, sorcerer feat

17

9th-rank spells, ancestry feat, majestic will, skill increase

18

Skill feat, sorcerer feat

19

Bloodline paragon, general feat, legendary spellcaster, skill increase

20

Attribute boosts, skill feat, sorcerer feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.

Bloodline

@Embed[Compendium.pf2e.classfeatures.Item.2goYo6VNbwC6aKF1 inline]

Sorcerer Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.gmnx7e1g08bppbqt inline]

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

5

3

-

-

-

-

-

-

-

-

-

2

5

4

-

-

-

-

-

-

-

-

-

3

5

4

3

-

-

-

-

-

-

-

-

4

5

4

4

-

-

-

-

-

-

-

-

5

5

4

4

3

-

-

-

-

-

-

-

6

5

4

4

4

-

-

-

-

-

-

-

7

5

4

4

4

3

-

-

-

-

-

-

8

5

4

4

4

4

-

-

-

-

-

-

9

5

4

4

4

4

3

-

-

-

-

-

10

5

4

4

4

4

4

-

-

-

-

-

11

5

4

4

4

4

4

3

-

-

-

-

12

5

4

4

4

4

4

4

-

-

-

-

13

5

4

4

4

4

4

4

3

-

-

-

14

5

4

4

4

4

4

4

4

-

-

-

15

5

4

4

4

4

4

4

4

3

-

-

16

5

4

4

4

4

4

4

4

4

-

-

17

5

4

4

4

4

4

4

4

4

3

-

18

5

4

4

4

4

4

4

4

4

4

-

19

5

4

4

4

4

4

4

4

4

4

1*

20

5

4

4

4

4

4

4

4

4

4

1*

* The bloodline paragon class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Spell Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.sorcerer.PartOne]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.sorcerer.PartTwo]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.sorcerer.PartThree]

Swapping Spells in Your Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.sorcerer.SpellSwapping]

Bloodline Spells

@Embed[Compendium.pf2e.classfeatures.Item.H6ziAPvCipTPG8SH inline]

Sorcerous Potency

@Embed[Compendium.pf2e.classfeatures.Item.yBvGqA6Edp6ImaR3 inline]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Sorcerer FeatsLevel 2

At 2nd level and every even-numbered level thereafter, you gain a sorcerer class feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Signature Spells Level 3

Your innate power allows you to cast some of your spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Magical Fortitude Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.MagicalFortitude.sorcerer.Description]

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.sorcerer.Expert]

Reflex Expertise Level 9

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Perception Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline]

Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.sorcerer.Description]

Defensive Robes Level 13

@Embed[Compendium.pf2e.classfeatures.Item.gU7epgcPSm0TD1UK inline]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.sorcerer.Master]

Majestic WillLevel 17

@Embed[Compendium.pf2e.classfeatures.Item.7D8duG4ARFxLLm9F inline]

Bloodline Paragon Level 19

@Embed[Compendium.pf2e.classfeatures.Item.feCnVrPPlKhl701x inline]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.sorcerer.Legendary]

", "format": 1 }, "title": { @@ -472,14 +477,14 @@ }, { "_id": "gA4Ud8oSUGkkLwAi", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Summoner", "sort": 2200000, "src": null, "system": {}, "text": { - "content": "

You can magically beckon a powerful being called an eidolon to your side, serving as the mortal conduit that anchors it to the world. Whether your eidolon is a friend, a servant, or even a personal god, your connection to it marks you as extraordinary, shaping the course of your life dramatically.

Key Attribute: CHARISMA

At 1st level, your class gives you an attribute boost to Charisma.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Summoner

During Combat Encounters...

You and your eidolon fight together as one. You can rely on your eidolon for mundane challenges, saving your spells for when they're needed most.

During Social Encounters...

Your powerful personality allows you to take the lead when negotiating. You and your eidolon might engage with others in different ways, but even if your guardian remains silent, its presence reminds those around you of your power.

While Exploring...

Whether you remain on alert for the presence of strange magic or keep an eye out for trouble, you and your eidolon act together to cover more ground, pool your knowledge, and leverage each other's abilities.

In Downtime...

You might attempt to learn more about the nature of your eidolon and delve deeper into the secrets of its magical tradition to Learn a Spell, Craft magic items with your eidolon's help, or make allies using your social skills.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in one or more skills determined by your eidolon

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in unarmored defense

Spells

Trained in spell attack rolls of your spellcasting tradition, determined by your eidolon

Trained in spell DCs of your spellcasting tradition, determined by your eidolon

Class Features

You gain these features as a Summoner. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, initial proficiencies, eidolon, evolution feat, link spells, spell repertoire, summoner spellcasting
2skill feat, Summoner feat
32nd-rank spells, general feat, shared vigilance, skill increase, unlimited signature spells
4skill feat, Summoner feat
53rd-rank spells, attribute boosts, ancestry feat, eidolon unarmed expertise, skill increase
6skill feat, Summoner feat
74th-rank spells, eidolon symbiosis, eidolon weapon specialization, general feat, skill increase
8skill feat, Summoner feat
95th-rank spells, ancestry feat, expert spellcaster, shared reflexes, skill increase
10Attribute boosts, skill feat, Summoner feat
116th-rank spells, eidolon defensive expertise, general feat, simple weapon expertise, skill increase, twin juggernauts
12skill feat, Summoner feat
137th-rank spells, ancestry feat, defensive robes, eidolon unarmed mastery, skill increase, weapon specialization
14skill feat, Summoner feat
158th-rank spells, attribute boosts, greater eidolon specialization, general feat, shared resolve, skill increase
16skill feat, Summoner feat
179th-rank spells, ancestry feat, eidolon transcendence, master spellcaster, skill increase
18skill feat, Summoner feat
19General feat, eidolon defensive mastery, instant manifestation, skill increase
20Attribute boosts, skill feat, Summoner feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Eidolon

@Embed[Compendium.pf2e.classfeatures.Item.qOEpe596B0UjhcG0 inline]

Summoner Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.gWcN75VNpSZ4FqNb inline]

Spell Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.summoner.PartOne]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.summoner.PartTwo]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.summoner.PartThree]

Swapping Spells in Your Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.summoner.SpellSwapping]

At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a rank you can cast. When you do, you must keep at least one spell you can cast with your lowest rank of spell slots so you don't end up with slots you can't use. For instance, at 6th level you would need to keep at least one 2nd-rank spell, but all your other spells could be 3rd rank.

Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
151---------
252---------
3521--------
4522--------
55-22-------
65-22-------
75--22------
85--22------
95---22-----
105---22-----
115----22----
125----22----
135-----22---
145-----22---
155------22--
165------22--
175-------22-
185-------22-
195-------22-
205-------22-

Link Spells

@Embed[Compendium.pf2e.classfeatures.Item.wguqw300DB5XdD8W inline]

Evolution Feat

@Embed[Compendium.pf2e.classfeatures.Item.IPcdQAwJk0aZe5mg inline]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Summoner Feats Level 2

At 2nd level and every even-numbered level thereafter, you gain a summoner class feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Shared Vigilance Level 3

@Embed[Compendium.pf2e.classfeatures.Item.QiMlJ33kNEoyh1M0 inline]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Unlimited Signature Spells Level 3

@Embed[Compendium.pf2e.classfeatures.Item.P34Jx6i4GJGoqTtG inline]

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Your eidolon also gets four attribute boosts at these levels. The eidolon's attribute boosts follow the same rules as yours.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Eidolon Unarmed Expertise Level 5

@Embed[Compendium.pf2e.classfeatures.Item.pda6iUaU9waXId5Q inline]

Eidolon Symbiosis Level 7

@Embed[Compendium.pf2e.classfeatures.Item.skQBrwRwJW2K6ACj inline]

Eidolon Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.oCnyGRvkfjTsZXcX inline]

Expert Spellcaster Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.summoner.Expert]

Shared Reflexes Level 9

@Embed[Compendium.pf2e.classfeatures.Item.dZNAXTQovlWVvAyX inline]

Eidolon Defensive Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.2CZPYoyWih6zYTcb inline]

Simple Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.SimpleWeaponExpertise.summoner.Description]

Twin Juggernauts Level 11

@Embed[Compendium.pf2e.classfeatures.Item.dZNAXTQovlWVvAyX inline]

Defensive Robes Level 13

@Embed[Compendium.pf2e.classfeatures.Item.gU7epgcPSm0TD1UK inline]

Eidolon Unarmed Mastery Level 13

@Embed[Compendium.pf2e.classfeatures.Item.NIzHfVcVMhDmvA49 inline]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Greater Eidolon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.B5SyM7qHrU0gTGR0 inline]

Shared Resolve Level 15

@Embed[Compendium.pf2e.classfeatures.Item.eZPfHVz14j42jCnS inline]

Eidolon Transcendence Level 17

@Embed[Compendium.pf2e.classfeatures.Item.nCE9DzkugRefREqT inline]

Master Spellcaster Level 17

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.summoner.Master]

Eidolon Defensive Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.0WvI8KM5m0SaZ3MH inline]

Instant Manifestation Level 19

@Embed[Compendium.pf2e.classfeatures.Item.H0iWhiyP0QqgmAKs inline]


Eidolons

@UUID[Compendium.pf2e.classfeatures.Item.Angel Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.hippAZGFRtFd26dd inline]

@UUID[Compendium.pf2e.classfeatures.Item.Anger Phantom Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.IwkAP2FBiU63aUgb inline]

@UUID[Compendium.pf2e.classfeatures.Item.Beast Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.xeD5nNnQAlaowGwR inline]

@UUID[Compendium.pf2e.classfeatures.Item.Construct Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.rwPx9D4PjZhinmmH inline]

@UUID[Compendium.pf2e.classfeatures.Item.Demon Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.f2JzGk76CPjA2mcV inline]

@UUID[Compendium.pf2e.classfeatures.Item.Devotion Phantom Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.XEaO0VrYNaQepXow inline]

@UUID[Compendium.pf2e.classfeatures.Item.Dragon Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.JttI3raKFGG4C8up inline]

@UUID[Compendium.pf2e.classfeatures.Item.Elemental Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.sZEQCWsq8MxAmEHp inline]

@UUID[Compendium.pf2e.classfeatures.Item.Fey Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.J2Oi9MxW2e2gjrKC inline]

@UUID[Compendium.pf2e.classfeatures.Item.Plant Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.lfwdsx5uJTNw6rF3 inline]

@UUID[Compendium.pf2e.classfeatures.Item.Psychopomp Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.v7DxQ3QRa1WyTLTd inline]

@UUID[Compendium.pf2e.classfeatures.Item.Swarm Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.RyHp6642poxvehjy inline]

@UUID[Compendium.pf2e.classfeatures.Item.Undead Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.wDSb9LGZhTa0FZB5 inline]

", + "content": "

You can magically beckon a powerful being called an eidolon to your side, serving as the mortal conduit that anchors it to the world. Whether your eidolon is a friend, a servant, or even a personal god, your connection to it marks you as extraordinary, shaping the course of your life dramatically.

Key Attribute: CHARISMA

At 1st level, your class gives you an attribute boost to Charisma.

Hit Points: 10 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Summoner

During Combat Encounters...

You and your eidolon fight together as one. You can rely on your eidolon for mundane challenges, saving your spells for when they're needed most.

During Social Encounters...

Your powerful personality allows you to take the lead when negotiating. You and your eidolon might engage with others in different ways, but even if your guardian remains silent, its presence reminds those around you of your power.

While Exploring...

Whether you remain on alert for the presence of strange magic or keep an eye out for trouble, you and your eidolon act together to cover more ground, pool your knowledge, and leverage each other's abilities.

In Downtime...

You might attempt to learn more about the nature of your eidolon and delve deeper into the secrets of its magical tradition to Learn a Spell, Craft magic items with your eidolon's help, or make allies using your social skills.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in one or more skills determined by your eidolon

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in unarmored defense

Spells

Trained in spell attack rolls of your spellcasting tradition, determined by your eidolon

Trained in spell DCs of your spellcasting tradition, determined by your eidolon

Class Features

You gain these features as a Summoner. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, initial proficiencies, eidolon, evolution feat, link spells, spell repertoire, summoner spellcasting

2

skill feat, Summoner feat

3

2nd-rank spells, general feat, shared vigilance, skill increase, unlimited signature spells

4

skill feat, Summoner feat

5

3rd-rank spells, attribute boosts, ancestry feat, eidolon unarmed expertise, skill increase

6

skill feat, Summoner feat

7

4th-rank spells, eidolon symbiosis, eidolon weapon specialization, general feat, skill increase

8

skill feat, Summoner feat

9

5th-rank spells, ancestry feat, expert spellcaster, shared reflexes, skill increase

10

Attribute boosts, skill feat, Summoner feat

11

6th-rank spells, eidolon defensive expertise, general feat, simple weapon expertise, skill increase, twin juggernauts

12

skill feat, Summoner feat

13

7th-rank spells, ancestry feat, defensive robes, eidolon unarmed mastery, skill increase, weapon specialization

14

skill feat, Summoner feat

15

8th-rank spells, attribute boosts, greater eidolon specialization, general feat, shared resolve, skill increase

16

skill feat, Summoner feat

17

9th-rank spells, ancestry feat, eidolon transcendence, master spellcaster, skill increase

18

skill feat, Summoner feat

19

General feat, eidolon defensive mastery, instant manifestation, skill increase

20

Attribute boosts, skill feat, Summoner feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Eidolon

@Embed[Compendium.pf2e.classfeatures.Item.qOEpe596B0UjhcG0 inline]

Summoner Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.gWcN75VNpSZ4FqNb inline]

Spell Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.summoner.PartOne]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.summoner.PartTwo]

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.summoner.PartThree]

Swapping Spells in Your Repertoire

@Localize[PF2E.SpecificRule.ClassFeatures.SpellRepertoire.summoner.SpellSwapping]

At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a rank you can cast. When you do, you must keep at least one spell you can cast with your lowest rank of spell slots so you don't end up with slots you can't use. For instance, at 6th level you would need to keep at least one 2nd-rank spell, but all your other spells could be 3rd rank.

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

5

1

-

-

-

-

-

-

-

-

-

2

5

2

-

-

-

-

-

-

-

-

-

3

5

2

1

-

-

-

-

-

-

-

-

4

5

2

2

-

-

-

-

-

-

-

-

5

5

-

2

2

-

-

-

-

-

-

-

6

5

-

2

2

-

-

-

-

-

-

-

7

5

-

-

2

2

-

-

-

-

-

-

8

5

-

-

2

2

-

-

-

-

-

-

9

5

-

-

-

2

2

-

-

-

-

-

10

5

-

-

-

2

2

-

-

-

-

-

11

5

-

-

-

-

2

2

-

-

-

-

12

5

-

-

-

-

2

2

-

-

-

-

13

5

-

-

-

-

-

2

2

-

-

-

14

5

-

-

-

-

-

2

2

-

-

-

15

5

-

-

-

-

-

-

2

2

-

-

16

5

-

-

-

-

-

-

2

2

-

-

17

5

-

-

-

-

-

-

-

2

2

-

18

5

-

-

-

-

-

-

-

2

2

-

19

5

-

-

-

-

-

-

-

2

2

-

20

5

-

-

-

-

-

-

-

2

2

-

Link Spells

@Embed[Compendium.pf2e.classfeatures.Item.wguqw300DB5XdD8W inline]

Evolution Feat

@Embed[Compendium.pf2e.classfeatures.Item.IPcdQAwJk0aZe5mg inline]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Summoner Feats Level 2

At 2nd level and every even-numbered level thereafter, you gain a summoner class feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Shared Vigilance Level 3

@Embed[Compendium.pf2e.classfeatures.Item.QiMlJ33kNEoyh1M0 inline]

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Unlimited Signature Spells Level 3

@Embed[Compendium.pf2e.classfeatures.Item.P34Jx6i4GJGoqTtG inline]

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Your eidolon also gets four attribute boosts at these levels. The eidolon's attribute boosts follow the same rules as yours.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Eidolon Unarmed Expertise Level 5

@Embed[Compendium.pf2e.classfeatures.Item.pda6iUaU9waXId5Q inline]

Eidolon Symbiosis Level 7

@Embed[Compendium.pf2e.classfeatures.Item.skQBrwRwJW2K6ACj inline]

Eidolon Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.oCnyGRvkfjTsZXcX inline]

Expert Spellcaster Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.summoner.Expert]

Shared Reflexes Level 9

@Embed[Compendium.pf2e.classfeatures.Item.dZNAXTQovlWVvAyX inline]

Eidolon Defensive Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.2CZPYoyWih6zYTcb inline]

Simple Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.SimpleWeaponExpertise.summoner.Description]

Twin Juggernauts Level 11

@Embed[Compendium.pf2e.classfeatures.Item.dZNAXTQovlWVvAyX inline]

Defensive Robes Level 13

@Embed[Compendium.pf2e.classfeatures.Item.gU7epgcPSm0TD1UK inline]

Eidolon Unarmed Mastery Level 13

@Embed[Compendium.pf2e.classfeatures.Item.NIzHfVcVMhDmvA49 inline]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Greater Eidolon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.B5SyM7qHrU0gTGR0 inline]

Shared Resolve Level 15

@Embed[Compendium.pf2e.classfeatures.Item.eZPfHVz14j42jCnS inline]

Eidolon Transcendence Level 17

@Embed[Compendium.pf2e.classfeatures.Item.nCE9DzkugRefREqT inline]

Master Spellcaster Level 17

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.summoner.Master]

Eidolon Defensive Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.0WvI8KM5m0SaZ3MH inline]

Instant Manifestation Level 19

@Embed[Compendium.pf2e.classfeatures.Item.H0iWhiyP0QqgmAKs inline]


Eidolons

@UUID[Compendium.pf2e.classfeatures.Item.Angel Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.hippAZGFRtFd26dd inline]

@UUID[Compendium.pf2e.classfeatures.Item.Anger Phantom Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.IwkAP2FBiU63aUgb inline]

@UUID[Compendium.pf2e.classfeatures.Item.Beast Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.xeD5nNnQAlaowGwR inline]

@UUID[Compendium.pf2e.classfeatures.Item.Construct Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.rwPx9D4PjZhinmmH inline]

@UUID[Compendium.pf2e.classfeatures.Item.Demon Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.f2JzGk76CPjA2mcV inline]

@UUID[Compendium.pf2e.classfeatures.Item.Devotion Phantom Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.XEaO0VrYNaQepXow inline]

@UUID[Compendium.pf2e.classfeatures.Item.Dragon Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.JttI3raKFGG4C8up inline]

@UUID[Compendium.pf2e.classfeatures.Item.Elemental Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.sZEQCWsq8MxAmEHp inline]

@UUID[Compendium.pf2e.classfeatures.Item.Fey Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.J2Oi9MxW2e2gjrKC inline]

@UUID[Compendium.pf2e.classfeatures.Item.Plant Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.lfwdsx5uJTNw6rF3 inline]

@UUID[Compendium.pf2e.classfeatures.Item.Psychopomp Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.v7DxQ3QRa1WyTLTd inline]

@UUID[Compendium.pf2e.classfeatures.Item.Swarm Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.RyHp6642poxvehjy inline]

@UUID[Compendium.pf2e.classfeatures.Item.Undead Eidolon]

@Embed[Compendium.pf2e.classfeatures.Item.wDSb9LGZhTa0FZB5 inline]

", "format": 1 }, "title": { @@ -494,14 +499,14 @@ }, { "_id": "qigU4oNH2KDVvhjX", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Thaumaturge", "sort": 2300000, "src": null, "system": {}, "text": { - "content": "

The world is full of the unexplainable: ancient magic, dead gods, and even stranger things. In response, you've scavenged the best parts of every magical tradition and built up a collection of esoterica—a broken holy relic here, a sprig of mistletoe there—that you can use to best any creature by exploiting their weaknesses and vulnerabilities. The mystic implement you carry is both badge and weapon, its symbolic weight helping you bargain with and subdue the supernatural. Every path to power has its restrictions and costs, but you turn them all to your advantage. You're a thaumaturge, and you work wonders.

Key Attribute: CHARISMA

At 1st level, your class gives you an attribute boost to Charisma

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Thaumaturge

During Combat Encounters...

You use your implements and diverse arsenal of mystic tools and tricks to assist in combat, always presenting the right bane to exploit enemies' weaknesses or shield your allies against the supernatural.

During Social Encounters...

You understand and nudge the social connections between people, much as you strive to understand the larger ties between mysteries and concepts. This helps you to find common ground when negotiating between the mundane and supernatural or even to play one side against the other.

While Exploring...

You investigate unexplainable phenomena around you, taking appropriate precautions to ward yourself and your allies against paranormal threats. Where necessary, you create your own path through the unknown.

In Downtime...

You research deeper into the supernatural mysteries you discovered on your last adventure to see how they can be applied in the future. You dust off relics, cultivate herbs, or forge trinkets, updating your collection of scavenged supernatural tools after each new threat you encounter. You return or call in favors with other people, strange creatures, and mystical forces.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Arcana, Nature, Occultism, and Religion

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in Thaumaturge class DC

Class Features

You gain these features as a Thaumaturge. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, initial proficiencies, esoteric lore, first implement and esoterica, implement's empowerment, thaumaturge feat
2Skill feat, thaumaturge feat
3General feat, lightning reflexes, skill increase
4Skill feat, thaumaturge feat
5Attribute boosts, ancestry feat, second implement, skill increase, thaumaturge weapon expertise
6Skill feat, thaumaturge feat
7General feat, implement adept, resolve, skill increase, weapon specialization
8Skill feat, thaumaturge feat
9Ancestry feat, intensify vulnerability, skill increase, thaumaturgic expertise, vigilant senses
10Attribute boosts, skill feat, thaumaturge feat
11General feat, medium armor expertise, second adept, skill increase
12Skill feat, thaumaturge feat
13Ancestry feat, greater resolve, skill increase, weapon mastery
14Skill feat, thaumaturge feat
15Attribute boosts, general feat, greater weapon specialization, juggernaut, skill increase, third implement
16Skill feat, thaumaturge feat
17Ancestry feat, implement paragon, skill increase, thaumaturgic mastery
18Skill feat, thaumaturge feat
19General feat, medium armor mastery, skill increase, unlimited esoterica
20Attribute boosts, skill feat, thaumaturge feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Esoteric Lore

@Embed[Compendium.pf2e.classfeatures.Item.cvQmPkJtybMcHinK inline]

First Implement And Esoterica

@Embed[Compendium.pf2e.classfeatures.Item.VSQJtzQE6ikKdsnP inline]

Implement's Empowerment

@Embed[Compendium.pf2e.classfeatures.Item.PbNS8d3w3pYQYcVN inline]

Thaumaturge Feats

At 1st level and every even-numbered level, you gain a thaumaturge class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Lightning Reflexes Level 3

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Second Implement Level 5

@Embed[Compendium.pf2e.classfeatures.Item.Z8WpDAdAXyefLB7Q inline]

Thaumaturge Weapon Expertise Level 5

@Embed[Compendium.pf2e.classfeatures.Item.9XLUh9iMepZesdmc inline]

Implement Adept Level 7

@Embed[Compendium.pf2e.classfeatures.Item.Obm4ItMIIr0whYeO inline]

Resolve Level 7

@Embed[Compendium.pf2e.classfeatures.Item.JQAujUXjczVnYDEI inline]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Intensify Vulnerability Level 9

@Embed[Compendium.pf2e.classfeatures.Item.VdwNvQwq9sHflEwe inline]

Thaumaturgic Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.yvdSUIRU5uLr5eF2 inline]

Vigilant Senses Level 9

Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Medium Armor Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.FCEp9jjxxgRJDJV3 inline]

Second Adept Level 11

@Embed[Compendium.pf2e.classfeatures.Item.ZEUxZ4Ta1kDPHiq5 inline]

Greater Resolve Level 13

@Embed[Compendium.pf2e.classfeatures.Item.5LOARurr4qWkfS9K inline]

Weapon Mastery Level 13

You fully understand your weapons. Your proficiency ranks for simple and martial weapons increase to master.

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline]

Juggernaut Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Juggernaut.thaumaturge.Description]

Third Implement Level 15

@Embed[Compendium.pf2e.classfeatures.Item.zxZzjN2T53wnH4vU inline]

Implement Paragon Level 17

@Embed[Compendium.pf2e.classfeatures.Item.QEtgbY8N2V4wTbsI inline]

Thaumaturgic Mastery Level 17

@Embed[Compendium.pf2e.classfeatures.Item.VywXtJCa0Y9fdGVH inline]

Medium Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.cGMSYAErbUG5E8X2 inline]

Unlimited Esoterica Level 19

@Embed[Compendium.pf2e.classfeatures.Item.9ItMYxEkvxqBHrV1 inline]

", + "content": "

The world is full of the unexplainable: ancient magic, dead gods, and even stranger things. In response, you've scavenged the best parts of every magical tradition and built up a collection of esoterica—a broken holy relic here, a sprig of mistletoe there—that you can use to best any creature by exploiting their weaknesses and vulnerabilities. The mystic implement you carry is both badge and weapon, its symbolic weight helping you bargain with and subdue the supernatural. Every path to power has its restrictions and costs, but you turn them all to your advantage. You're a thaumaturge, and you work wonders.

Key Attribute: CHARISMA

At 1st level, your class gives you an attribute boost to Charisma

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Thaumaturge

During Combat Encounters...

You use your implements and diverse arsenal of mystic tools and tricks to assist in combat, always presenting the right bane to exploit enemies' weaknesses or shield your allies against the supernatural.

During Social Encounters...

You understand and nudge the social connections between people, much as you strive to understand the larger ties between mysteries and concepts. This helps you to find common ground when negotiating between the mundane and supernatural or even to play one side against the other.

While Exploring...

You investigate unexplainable phenomena around you, taking appropriate precautions to ward yourself and your allies against paranormal threats. Where necessary, you create your own path through the unknown.

In Downtime...

You research deeper into the supernatural mysteries you discovered on your last adventure to see how they can be applied in the future. You dust off relics, cultivate herbs, or forge trinkets, updating your collection of scavenged supernatural tools after each new threat you encounter. You return or call in favors with other people, strange creatures, and mystical forces.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Arcana, Nature, Occultism, and Religion

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in light armor

Trained in medium armor

Trained in unarmored defense

Class DC

Trained in Thaumaturge class DC

Class Features

You gain these features as a Thaumaturge. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, initial proficiencies, esoteric lore, first implement and esoterica, implement's empowerment, thaumaturge feat

2

Skill feat, thaumaturge feat

3

General feat, lightning reflexes, skill increase

4

Skill feat, thaumaturge feat

5

Attribute boosts, ancestry feat, second implement, skill increase, thaumaturge weapon expertise

6

Skill feat, thaumaturge feat

7

General feat, implement adept, resolve, skill increase, weapon specialization

8

Skill feat, thaumaturge feat

9

Ancestry feat, intensify vulnerability, skill increase, thaumaturgic expertise, vigilant senses

10

Attribute boosts, skill feat, thaumaturge feat

11

General feat, medium armor expertise, second adept, skill increase

12

Skill feat, thaumaturge feat

13

Ancestry feat, greater resolve, skill increase, weapon mastery

14

Skill feat, thaumaturge feat

15

Attribute boosts, general feat, greater weapon specialization, juggernaut, skill increase, third implement

16

Skill feat, thaumaturge feat

17

Ancestry feat, implement paragon, skill increase, thaumaturgic mastery

18

Skill feat, thaumaturge feat

19

General feat, medium armor mastery, skill increase, unlimited esoterica

20

Attribute boosts, skill feat, thaumaturge feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Esoteric Lore

@Embed[Compendium.pf2e.classfeatures.Item.cvQmPkJtybMcHinK inline]

First Implement And Esoterica

@Embed[Compendium.pf2e.classfeatures.Item.VSQJtzQE6ikKdsnP inline]

Implement's Empowerment

@Embed[Compendium.pf2e.classfeatures.Item.PbNS8d3w3pYQYcVN inline]

Thaumaturge Feats

At 1st level and every even-numbered level, you gain a thaumaturge class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Lightning Reflexes Level 3

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Second Implement Level 5

@Embed[Compendium.pf2e.classfeatures.Item.Z8WpDAdAXyefLB7Q inline]

Thaumaturge Weapon Expertise Level 5

@Embed[Compendium.pf2e.classfeatures.Item.9XLUh9iMepZesdmc inline]

Implement Adept Level 7

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Resolve Level 7

@Embed[Compendium.pf2e.classfeatures.Item.JQAujUXjczVnYDEI inline]

Weapon Specialization Level 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Intensify Vulnerability Level 9

@Embed[Compendium.pf2e.classfeatures.Item.VdwNvQwq9sHflEwe inline]

Thaumaturgic Expertise Level 9

@Embed[Compendium.pf2e.classfeatures.Item.yvdSUIRU5uLr5eF2 inline]

Vigilant Senses Level 9

Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Medium Armor Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.FCEp9jjxxgRJDJV3 inline]

Second Adept Level 11

@Embed[Compendium.pf2e.classfeatures.Item.ZEUxZ4Ta1kDPHiq5 inline]

Greater Resolve Level 13

@Embed[Compendium.pf2e.classfeatures.Item.5LOARurr4qWkfS9K inline]

Weapon Mastery Level 13

You fully understand your weapons. Your proficiency ranks for simple and martial weapons increase to master.

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline]

Juggernaut Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Juggernaut.thaumaturge.Description]

Third Implement Level 15

@Embed[Compendium.pf2e.classfeatures.Item.zxZzjN2T53wnH4vU inline]

Implement Paragon Level 17

@Embed[Compendium.pf2e.classfeatures.Item.QEtgbY8N2V4wTbsI inline]

Thaumaturgic Mastery Level 17

@Embed[Compendium.pf2e.classfeatures.Item.VywXtJCa0Y9fdGVH inline]

Medium Armor Mastery Level 19

@Embed[Compendium.pf2e.classfeatures.Item.cGMSYAErbUG5E8X2 inline]

Unlimited Esoterica Level 19

@Embed[Compendium.pf2e.classfeatures.Item.9ItMYxEkvxqBHrV1 inline]

", "format": 1 }, "title": { @@ -516,14 +521,14 @@ }, { "_id": "fYJruhQfzs4dj0mp", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Witch", "sort": 2400000, "src": null, "system": {}, "text": { - "content": "

You command powerful magic, not through study or devotion, but as an agent for an otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, an ancient spirit, or any other mighty supernatural being—but its nature is likely as much a mystery to you as it is to others. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you're never certain if you're merely serving your patron's larger plan.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points: 6 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Witch

During Combat Encounters...

You cast spells to change the course of battle. You use magical hexes to hamper enemies and aid allies, while leveraging more powerful spells to control the battlefield, heal, or harm, aided by your extraordinary familiar, brewed potions, and magical items.

During Social Encounters...

You provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your patron's magic to charm or deceive others.

While Exploring...

You remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way. Your familiar might aid you through its own considerable set of exceptional abilities.

In Downtime...

You brew potions, craft other magical items, or hunt for new spells for your familiar to learn. You might try to learn more about your patron, their aims, or your own powers, and you might seek out the company of other witches for collaboration or community.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in one skill determined by your patron

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in witch class DC

Class Features

You gain these features as a Witch. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, initial proficiencies, patron, familiar, witch spellcasting, hexes
2Skill feat, witch feat
32nd-rank spells, general feat, skill increase
4Skill feat, witch feat
53rd-rank spells, attribute boosts, ancestry feat, magical fortitude, skill increase
6Familiar ability, skill feat, witch feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Skill feat, witch feat
95th-rank spells, ancestry feat, reflex expertise, skill increase
10Attribute boosts, skill feat, witch feat
116th-rank spells, general feat, perception expertise, skill increase, weapon expertise
12Familiar ability, skill feat, witch feat
137th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization
14Skill feat, witch feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Skill feat, witch feat
179th-rank spells, ancestry feat, skill increase, will of the pupil
18Familiar ability, skill feat, witch feat
19General feat, legendary spellcaster, patron's gift, skill increase
20Attribute boosts, skill feat, witch feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Patron

@Embed[Compendium.pf2e.classfeatures.Item.KPtF29AaeX2sJW0K inline]

Witch Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.zT6QiTMxxj8JYoN9 inline]

Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152---------
253---------
3532--------
4533--------
55332-------
65333-------
753332------
853333------
9533332-----
10533333-----
115333332----
125333333----
1353333332---
1453333333---
15533333332--
16533333333--
175333333332-
185333333333-
1953333333331*
2053333333331*
* The patron conduit class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Familiar

@Embed[Compendium.pf2e.classfeatures.Item.yksPhweBZYVCsE1A inline]

Hex Spells

@Embed[Compendium.pf2e.classfeatures.Item.9uLh5z2uPo6LDFRY inline]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Witch Feats Level 2

At 2nd level and every even-numbered level, you gain a witch class feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Magical Fortitude Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.MagicalFortitude.witch.Description]

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Expert]

Reflex Expertise Level 9

Your reflexes are lightning fast, helping you to avoid danger. Your proficiency rank for Reflex saves increases to expert.

Perception Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline]

Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.witch.Description]

Defensive Robes Level 13

@Embed[Compendium.pf2e.classfeatures.Item.gU7epgcPSm0TD1UK inline]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Master]

Will of the Pupil Level 17

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Legendary]

Patron's Gift Level 19

@Embed[Compendium.pf2e.classfeatures.Item.cDnFXfl3i5Z2l7JP inline]

Patrons

When your patron first makes contact, they usually reveal little more of themself than glimpses or specific manifestations—you might see eyes from the shadows of the forest or hear a wordless voice echoing across the frozen tundra before your familiar makes itself known. Your patron's true identity might be a powerful hag, a fey lord, a deity or demigod, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem, but that identity is for you to attempt to discover as you learn more of your patron's lessons. Some patrons are multifaceted, appearing in different guises, and granting different powers to different witches. In some cases, the witch may know of their patron's identity, but have some other aspect shrouded in uncertainty; they might know their patron's name but not motive, or perhaps even if they know the patron's identity, they have been cursed to never reveal it to others.

Your patron determines the following.

Spell List You use this magical tradition and spell list;

Patron Skill You become trained in the skill associated with your patron's magical tradition.

Initial Lesson This is the first lesson your patron teaches you and is unique to your patron.

Familiar Ability One of your familiar's two bonus abilities is always the one listed here, a mark of your patron's indelible influence. The benefit can occur only once per round when you Cast or Sustain a hex, and you can choose whether it occurs before or after the effects of Casting or Sustaining the hex.

@UUID[Compendium.pf2e.classfeatures.Item.Choir Politic]

@UUID[Compendium.pf2e.classfeatures.Item.Devourer of Decay]

@UUID[Compendium.pf2e.classfeatures.Item.Faith's Flamekeeper]

@UUID[Compendium.pf2e.classfeatures.Item.The Inscribed One]

@UUID[Compendium.pf2e.classfeatures.Item.Paradox of Opposites]

@UUID[Compendium.pf2e.classfeatures.Item.The Resentment]

@UUID[Compendium.pf2e.classfeatures.Item.Ripple in the Deep]

@UUID[Compendium.pf2e.classfeatures.Item.Silence in Snow]

@UUID[Compendium.pf2e.classfeatures.Item.Spinner of Threads]

@UUID[Compendium.pf2e.classfeatures.Item.Starless Shadow]

@UUID[Compendium.pf2e.classfeatures.Item.The Unseen Broker]

@UUID[Compendium.pf2e.classfeatures.Item.Wilding Steward]

@UUID[Compendium.pf2e.classfeatures.Item.Whisper of Wings]

@UUID[Compendium.pf2e.classfeatures.Item.Baba Yaga]

@UUID[Compendium.pf2e.classfeatures.Item.Mosquito Witch]

Witch Lessons

@Embed[Compendium.pf2e.classfeatures.Item.SOan0fqyFTrkqJLV inline]

", + "content": "

You command powerful magic, not through study or devotion, but as an agent for an otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, an ancient spirit, or any other mighty supernatural being—but its nature is likely as much a mystery to you as it is to others. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you're never certain if you're merely serving your patron's larger plan.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points: 6 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Witch

During Combat Encounters...

You cast spells to change the course of battle. You use magical hexes to hamper enemies and aid allies, while leveraging more powerful spells to control the battlefield, heal, or harm, aided by your extraordinary familiar, brewed potions, and magical items.

During Social Encounters...

You provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your patron's magic to charm or deceive others.

While Exploring...

You remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way. Your familiar might aid you through its own considerable set of exceptional abilities.

In Downtime...

You brew potions, craft other magical items, or hunt for new spells for your familiar to learn. You might try to learn more about your patron, their aims, or your own powers, and you might seek out the company of other witches for collaboration or community.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in one skill determined by your patron

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in witch class DC

Class Features

You gain these features as a Witch. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, initial proficiencies, patron, familiar, witch spellcasting, hexes

2

Skill feat, witch feat

3

2nd-rank spells, general feat, skill increase

4

Skill feat, witch feat

5

3rd-rank spells, attribute boosts, ancestry feat, magical fortitude, skill increase

6

Familiar ability, skill feat, witch feat

7

4th-rank spells, expert spellcaster, general feat, skill increase

8

Skill feat, witch feat

9

5th-rank spells, ancestry feat, reflex expertise, skill increase

10

Attribute boosts, skill feat, witch feat

11

6th-rank spells, general feat, perception expertise, skill increase, weapon expertise

12

Familiar ability, skill feat, witch feat

13

7th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization

14

Skill feat, witch feat

15

8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase

16

Skill feat, witch feat

17

9th-rank spells, ancestry feat, skill increase, will of the pupil

18

Familiar ability, skill feat, witch feat

19

General feat, legendary spellcaster, patron's gift, skill increase

20

Attribute boosts, skill feat, witch feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Patron

@Embed[Compendium.pf2e.classfeatures.Item.KPtF29AaeX2sJW0K inline]

Witch Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.zT6QiTMxxj8JYoN9 inline]

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

5

2

-

-

-

-

-

-

-

-

-

2

5

3

-

-

-

-

-

-

-

-

-

3

5

3

2

-

-

-

-

-

-

-

-

4

5

3

3

-

-

-

-

-

-

-

-

5

5

3

3

2

-

-

-

-

-

-

-

6

5

3

3

3

-

-

-

-

-

-

-

7

5

3

3

3

2

-

-

-

-

-

-

8

5

3

3

3

3

-

-

-

-

-

-

9

5

3

3

3

3

2

-

-

-

-

-

10

5

3

3

3

3

3

-

-

-

-

-

11

5

3

3

3

3

3

2

-

-

-

-

12

5

3

3

3

3

3

3

-

-

-

-

13

5

3

3

3

3

3

3

2

-

-

-

14

5

3

3

3

3

3

3

3

-

-

-

15

5

3

3

3

3

3

3

3

2

-

-

16

5

3

3

3

3

3

3

3

3

-

-

17

5

3

3

3

3

3

3

3

3

2

-

18

5

3

3

3

3

3

3

3

3

3

-

19

5

3

3

3

3

3

3

3

3

3

1*

20

5

3

3

3

3

3

3

3

3

3

1*

* The patron conduit class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Familiar

@Embed[Compendium.pf2e.classfeatures.Item.yksPhweBZYVCsE1A inline]

Hex Spells

@Embed[Compendium.pf2e.classfeatures.Item.9uLh5z2uPo6LDFRY inline]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Witch Feats Level 2

At 2nd level and every even-numbered level, you gain a witch class feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Attribute Boosts Level 5

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Magical Fortitude Level 5

@Localize[PF2E.SpecificRule.ClassFeatures.MagicalFortitude.witch.Description]

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Expert]

Reflex Expertise Level 9

Your reflexes are lightning fast, helping you to avoid danger. Your proficiency rank for Reflex saves increases to expert.

Perception Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline]

Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.witch.Description]

Defensive Robes Level 13

@Embed[Compendium.pf2e.classfeatures.Item.gU7epgcPSm0TD1UK inline]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Master]

Will of the Pupil Level 17

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Legendary]

Patron's Gift Level 19

@Embed[Compendium.pf2e.classfeatures.Item.cDnFXfl3i5Z2l7JP inline]

Patrons

When your patron first makes contact, they usually reveal little more of themself than glimpses or specific manifestations—you might see eyes from the shadows of the forest or hear a wordless voice echoing across the frozen tundra before your familiar makes itself known. Your patron's true identity might be a powerful hag, a fey lord, a deity or demigod, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem, but that identity is for you to attempt to discover as you learn more of your patron's lessons. Some patrons are multifaceted, appearing in different guises, and granting different powers to different witches. In some cases, the witch may know of their patron's identity, but have some other aspect shrouded in uncertainty; they might know their patron's name but not motive, or perhaps even if they know the patron's identity, they have been cursed to never reveal it to others.

Your patron determines the following.

Spell List You use this magical tradition and spell list;

Patron Skill You become trained in the skill associated with your patron's magical tradition.

Initial Lesson This is the first lesson your patron teaches you and is unique to your patron.

Familiar Ability One of your familiar's two bonus abilities is always the one listed here, a mark of your patron's indelible influence. The benefit can occur only once per round when you Cast or Sustain a hex, and you can choose whether it occurs before or after the effects of Casting or Sustaining the hex.

@UUID[Compendium.pf2e.classfeatures.Item.Choir Politic]

@UUID[Compendium.pf2e.classfeatures.Item.Devourer of Decay]

@UUID[Compendium.pf2e.classfeatures.Item.Faith's Flamekeeper]

@UUID[Compendium.pf2e.classfeatures.Item.The Inscribed One]

@UUID[Compendium.pf2e.classfeatures.Item.Paradox of Opposites]

@UUID[Compendium.pf2e.classfeatures.Item.The Resentment]

@UUID[Compendium.pf2e.classfeatures.Item.Ripple in the Deep]

@UUID[Compendium.pf2e.classfeatures.Item.Silence in Snow]

@UUID[Compendium.pf2e.classfeatures.Item.Spinner of Threads]

@UUID[Compendium.pf2e.classfeatures.Item.Starless Shadow]

@UUID[Compendium.pf2e.classfeatures.Item.The Unseen Broker]

@UUID[Compendium.pf2e.classfeatures.Item.Wilding Steward]

@UUID[Compendium.pf2e.classfeatures.Item.Whisper of Wings]

@UUID[Compendium.pf2e.classfeatures.Item.Baba Yaga]

@UUID[Compendium.pf2e.classfeatures.Item.Mosquito Witch]

Witch Lessons

@Embed[Compendium.pf2e.classfeatures.Item.SOan0fqyFTrkqJLV inline]

", "format": 1 }, "title": { @@ -538,14 +543,14 @@ }, { "_id": "wDukeO3euLEGn6FA", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Wizard", "sort": 2500000, "src": null, "system": {}, "text": { - "content": "

You are an eternal student of the secrets of the universe, using your mastery of magic to cast powerful spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient tomes to discover and understand arcane magic. Yet magical theory is vast, and there's no way you can study it all. Most wizards learn through formal schooling, with their curriculum informing a specific rubric, although particularly driven researchers sometimes piece together their own theories.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points: 6 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Wizard

During Combat Encounters...

You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like @UUID[Compendium.pf2e.spells-srd.Item.Invisibility] or @UUID[Compendium.pf2e.spells-srd.Item.Fly], you answer with spells like @UUID[Compendium.pf2e.spells-srd.Item.Revealing Light] or @UUID[Compendium.pf2e.spells-srd.Item.Earthbind], leveling the field for your allies.

During Social Encounters...

You provide a well of knowledge about arcane matters and solve arguments with logic.

While Exploring...

You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.

In Downtime...

You learn new spells, craft magic items, or scribe scrolls for your party, and seek out new and exciting formulas in addition to spells. You might even forge scholarly connections and establish a school or guild of your own.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Arcana

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in wizard class DC

Class Features

You gain these features as a Wizard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your LevelClass Features
1Ancestry and background, initial proficiencies, arcane spellcasting, arcane school, arcane bond, arcane thesis
2Skill feat, wizard feat
32nd-rank spells, general feat, skill increase
4Skill feat, wizard feat
53rd-rank spells, attribute boosts, ancestry feat, reflex expertise, skill increase
6Skill feat, wizard feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Skill feat, wizard feat
95th-rank spells, ancestry feat, magical fortitude, skill increase
10Attribute boosts, skill feat, wizard feat
116th-rank spells, general feat, perception expertise, skill increase, wizard weapon expertise
12Skill feat, wizard feat
137th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization
14Skill feat, wizard feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Skill feat, wizard feat
179th-rank spells, ancestry feat, prodigious will, skill increase
18Skill feat, wizard feat
19Archwizard's spellcraft, general feat, legendary archwizard, skill increase
20Attribute boosts, skill feat, wizard feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Wizard Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.S6WW4Yyg4XonXGHD inline]

Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152---------
253---------
3532--------
4533--------
55332-------
65333-------
753332------
853333------
9533332-----
10533333-----
115333332----
125333333----
1353333332---
1453333333---
15533333332--
16533333333--
175333333332-
185333333333-
1953333333331*
2053333333331*
* The Archwizard's Spellcraft class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Arcane Thesis

@Embed[Compendium.pf2e.classfeatures.Item.M89l9FOnjHe63wD7 inline]

Arcane School

@Embed[Compendium.pf2e.classfeatures.Item.7nbKDBGvwSx9T27G inline]

Arcane Bond

@Embed[Compendium.pf2e.classfeatures.Item.au0lwQ1nAcNQwcGh inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Drain Bonded Item] F

@Embed[Compendium.pf2e.actionspf2e.Item.v82XtjAVN4ffgVVR inline]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Wizard Feats Level 2

At 2nd level and every even-numbered level thereafter, you gain a wizard class feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Reflex Expertise Level 5

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.wizard.Expert]

Magical Fortitude Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.MagicalFortitude.wizard.Description]

Perception Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline]

Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.wizard.Description]

Defensive Robes Level 13

@Embed[Compendium.pf2e.classfeatures.Item.gU7epgcPSm0TD1UK inline]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.wizard.Master]

Prodigious Will Level 17

@Embed[Compendium.pf2e.classfeatures.Item.j5TZw3xoIo6Lz0Re inline]

Archwizard's Spellcraft Level 19

@Embed[Compendium.pf2e.classfeatures.Item.ZjwJHmjPrSs6VDez inline]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.wizard.Legendary]

Arcane Schools

Your arcane school is where you devoted yourself to the study of spellcraft. Whether you learned in the storied halls of a formal institution, via an apprenticeship with an archmage, or taught yourself from secondhand tomes, your arcane school indelibly set the curriculum and direction of your magic.

Curriculum Spells: You automatically add some of the spells listed in your school's curriculum to your spellbook. At 1st level, you add a cantrip and two 1st-rank spells of your choice. As soon as you gain the ability to cast wizard spells of a new rank, choose one of the spells from your curriculum of that rank to add to your spellbook. A superscript \"U\" indicates an uncommon spell. Your GM might allow you to swap or add other spells to your curriculum if they strongly fit the theme.

Spell Slots: Each day, you can prepare an extra cantrip from your curriculum. You also gain an extra spell slot at each spell rank for which you have wizard spell slots. You can prepare only spells from your school's curriculum in these extra slots. Any spell listed in your curriculum of a suitable spell rank is eligible to be prepared in each of these extra slots, regardless of how you added the spell to your spellbook.

School Spells: School spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook or conduct arcane research.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points.

You learn the initial school spell, which is unique to your school. You can learn the advanced school spell with the Advanced School Spell feat.

@UUID[Compendium.pf2e.classfeatures.Item.School of Ars Grammatica]

@UUID[Compendium.pf2e.classfeatures.Item.School of Battle Magic]

@UUID[Compendium.pf2e.classfeatures.Item.School of the Boundary]

@UUID[Compendium.pf2e.classfeatures.Item.School of Civic Wizardry]

@UUID[Compendium.pf2e.classfeatures.Item.School of Mentalism]

@UUID[Compendium.pf2e.classfeatures.Item.School of Protean Form]

@UUID[Compendium.pf2e.classfeatures.Item.School of Unified Magical Theory]

@UUID[Compendium.pf2e.classfeatures.Item.Red Mantis Magic School]

", + "content": "

You are an eternal student of the secrets of the universe, using your mastery of magic to cast powerful spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient tomes to discover and understand arcane magic. Yet magical theory is vast, and there's no way you can study it all. Most wizards learn through formal schooling, with their curriculum informing a specific rubric, although particularly driven researchers sometimes piece together their own theories.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points: 6 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Wizard

During Combat Encounters...

You likely try to stay out of the fray, carefully judging when to use your spells. You save your most powerful magic to incapacitate threatening foes and use your cantrips when only weaker foes remain. When enemies pull out tricks like @UUID[Compendium.pf2e.spells-srd.Item.Invisibility] or @UUID[Compendium.pf2e.spells-srd.Item.Fly], you answer with spells like @UUID[Compendium.pf2e.spells-srd.Item.Revealing Light] or @UUID[Compendium.pf2e.spells-srd.Item.Earthbind], leveling the field for your allies.

During Social Encounters...

You provide a well of knowledge about arcane matters and solve arguments with logic.

While Exploring...

You locate magical auras and determine the arcane significance of magical writing or phenomena you uncover. When you run across an unusual obstacle to further exploration, you probably have a scroll that will make it easier to overcome.

In Downtime...

You learn new spells, craft magic items, or scribe scrolls for your party, and seek out new and exciting formulas in addition to spells. You might even forge scholarly connections and establish a school or guild of your own.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Arcana

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor

Trained in unarmored defense

Spells

Trained in spell attack modifier

Trained in spell DC

Class DC

Trained in wizard class DC

Class Features

You gain these features as a Wizard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, initial proficiencies, arcane spellcasting, arcane school, arcane bond, arcane thesis

2

Skill feat, wizard feat

3

2nd-rank spells, general feat, skill increase

4

Skill feat, wizard feat

5

3rd-rank spells, attribute boosts, ancestry feat, reflex expertise, skill increase

6

Skill feat, wizard feat

7

4th-rank spells, expert spellcaster, general feat, skill increase

8

Skill feat, wizard feat

9

5th-rank spells, ancestry feat, magical fortitude, skill increase

10

Attribute boosts, skill feat, wizard feat

11

6th-rank spells, general feat, perception expertise, skill increase, wizard weapon expertise

12

Skill feat, wizard feat

13

7th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization

14

Skill feat, wizard feat

15

8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase

16

Skill feat, wizard feat

17

9th-rank spells, ancestry feat, prodigious will, skill increase

18

Skill feat, wizard feat

19

Archwizard's spellcraft, general feat, legendary archwizard, skill increase

20

Attribute boosts, skill feat, wizard feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Wizard Spellcasting

@Embed[Compendium.pf2e.classfeatures.Item.S6WW4Yyg4XonXGHD inline]

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

1

5

2

-

-

-

-

-

-

-

-

-

2

5

3

-

-

-

-

-

-

-

-

-

3

5

3

2

-

-

-

-

-

-

-

-

4

5

3

3

-

-

-

-

-

-

-

-

5

5

3

3

2

-

-

-

-

-

-

-

6

5

3

3

3

-

-

-

-

-

-

-

7

5

3

3

3

2

-

-

-

-

-

-

8

5

3

3

3

3

-

-

-

-

-

-

9

5

3

3

3

3

2

-

-

-

-

-

10

5

3

3

3

3

3

-

-

-

-

-

11

5

3

3

3

3

3

2

-

-

-

-

12

5

3

3

3

3

3

3

-

-

-

-

13

5

3

3

3

3

3

3

2

-

-

-

14

5

3

3

3

3

3

3

3

-

-

-

15

5

3

3

3

3

3

3

3

2

-

-

16

5

3

3

3

3

3

3

3

3

-

-

17

5

3

3

3

3

3

3

3

3

2

-

18

5

3

3

3

3

3

3

3

3

3

-

19

5

3

3

3

3

3

3

3

3

3

1*

20

5

3

3

3

3

3

3

3

3

3

1*

* The Archwizard's Spellcraft class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Arcane Thesis

@Embed[Compendium.pf2e.classfeatures.Item.M89l9FOnjHe63wD7 inline]

Arcane School

@Embed[Compendium.pf2e.classfeatures.Item.7nbKDBGvwSx9T27G inline]

Arcane Bond

@Embed[Compendium.pf2e.classfeatures.Item.au0lwQ1nAcNQwcGh inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Drain Bonded Item] F

@Embed[Compendium.pf2e.actionspf2e.Item.v82XtjAVN4ffgVVR inline]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Wizard Feats Level 2

At 2nd level and every even-numbered level thereafter, you gain a wizard class feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Reflex Expertise Level 5

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Expert Spellcaster Level 7

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.wizard.Expert]

Magical Fortitude Level 9

@Localize[PF2E.SpecificRule.ClassFeatures.MagicalFortitude.wizard.Description]

Perception Expertise Level 11

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline]

Weapon Expertise Level 11

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.wizard.Description]

Defensive Robes Level 13

@Embed[Compendium.pf2e.classfeatures.Item.gU7epgcPSm0TD1UK inline]

Weapon Specialization Level 13

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Master Spellcaster Level 15

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.wizard.Master]

Prodigious Will Level 17

@Embed[Compendium.pf2e.classfeatures.Item.j5TZw3xoIo6Lz0Re inline]

Archwizard's Spellcraft Level 19

@Embed[Compendium.pf2e.classfeatures.Item.ZjwJHmjPrSs6VDez inline]

Legendary Spellcaster Level 19

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.wizard.Legendary]

Arcane Schools

Your arcane school is where you devoted yourself to the study of spellcraft. Whether you learned in the storied halls of a formal institution, via an apprenticeship with an archmage, or taught yourself from secondhand tomes, your arcane school indelibly set the curriculum and direction of your magic.

Curriculum Spells: You automatically add some of the spells listed in your school's curriculum to your spellbook. At 1st level, you add a cantrip and two 1st-rank spells of your choice. As soon as you gain the ability to cast wizard spells of a new rank, choose one of the spells from your curriculum of that rank to add to your spellbook. A superscript \"U\" indicates an uncommon spell. Your GM might allow you to swap or add other spells to your curriculum if they strongly fit the theme.

Spell Slots: Each day, you can prepare an extra cantrip from your curriculum. You also gain an extra spell slot at each spell rank for which you have wizard spell slots. You can prepare only spells from your school's curriculum in these extra slots. Any spell listed in your curriculum of a suitable spell rank is eligible to be prepared in each of these extra slots, regardless of how you added the spell to your spellbook.

School Spells: School spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook or conduct arcane research.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points.

You learn the initial school spell, which is unique to your school. You can learn the advanced school spell with the Advanced School Spell feat.

@UUID[Compendium.pf2e.classfeatures.Item.School of Ars Grammatica]

@UUID[Compendium.pf2e.classfeatures.Item.School of Battle Magic]

@UUID[Compendium.pf2e.classfeatures.Item.School of the Boundary]

@UUID[Compendium.pf2e.classfeatures.Item.School of Civic Wizardry]

@UUID[Compendium.pf2e.classfeatures.Item.School of Mentalism]

@UUID[Compendium.pf2e.classfeatures.Item.School of Protean Form]

@UUID[Compendium.pf2e.classfeatures.Item.School of Unified Magical Theory]

@UUID[Compendium.pf2e.classfeatures.Item.Red Mantis Magic School]

", "format": 1 }, "title": { @@ -560,14 +565,14 @@ }, { "_id": "BhnMSPWXfCshRvR0", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Commander", "sort": 650000, "src": null, "system": {}, "text": { - "content": "

You approach battle with the knowledge that tactics and strategy are every bit as crucial as brute strength or numbers. You might have trained in classical theories of warfare and strategy at a military academy, or you might have refined your techniques through hard-won experience as part of an army or mercenary company. Regardless of how you came by your knowledge, you have a gift for signaling your allies from across the battlefield and deploying commands to rout even the most desperate conflicts, empowering your squad to exceed their limits and claim victory.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Commander

During Combat Encounters...

You look for an advantageous position to survey the battlefield, shouting out instructions to your allies or signaling them with your personal banner based on the tactics you've trained and drilled beforehand.

During Social Encounters...

You leverage your keen intellect and knowledge of warfare to watch for hostile political ploys and ferret out information your rivals would rather keep hidden.

While Exploring...

You use your keen perception, trained across multiple battlefields, to watch for ambushes and plan tactics that are useful for your current environment.

In Downtime...

You make connections with soldiers and aristocrats alike, leveraging your connections to find promising prospects for work. You might enjoy board games like chess, draj, go, imperial conquest, or other games of tactics as ways to keep yourself sharp in times of peace.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in Society and Warfare Lore

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in all armor

Trained in unarmored defense

Class DC

Trained in commander class DC

Class Features

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, commander's banner, tactics, drilled reactions, Shield Block, commander feat
2Commander feat, skill feat
3General feat, skill increase, warfare expertise
4Commander feat, skill feat
5Ancestry feat, attribute boosts, military expertise, skill increase
6Commander feat, skill feat
7Expert tactician, general feat, skill increase, weapon specialization
8Commander feat, skill feat
9Ancestry feat, fortitude expertise, skill increase
10Attribute boosts, commander feat, skill feat
11Armor expertise, commanding will, general, feat, skill increase
12Commander feat, skill feat
13Ancestry feat, skill increase, perception mastery, weapon mastery
14Commander feat, skill feat
15Attribute boosts, battlefield intuition, general feat, greater weapon specialization, master tactician, skill increase
16Commander feat, skill feat
17Ancestry feat, armor mastery, skill increase
18Commander feat, skill feat
19General feat, legendary tactician, skill increase
20Attribute boosts, commander feat, skill feat

Commander's Banner

@Embed[Compendium.pf2e.classfeatures.Item.8NtRuNYGiU2iTwgL inline]

Tactics

@Embed[Compendium.pf2e.classfeatures.Item.2IysodKQuf62jmd7 inline]

Drilled Reactions

@Embed[Compendium.pf2e.classfeatures.Item.A5nOG2HuM8ZhMJ5p inline]

Shield Block

@Embed[Compendium.pf2e.classfeatures.Item.eZNCckLzbH3GyncH inline]

Commander Feats

At 1st level and every even-numbered level, you gain a commander class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Warfare Expertise Level 3

@Embed[Compendium.pf2e.classfeatures.Item.WXATTZWhe3QpyrYR inline]

Ancestry FeatsLevel 5

Military ExpertiseLevel 5

@Embed[Compendium.pf2e.classfeatures.Item.VCJVuqByBxnUxQoH inline]

Expert TacticianLevel 7

@Embed[Compendium.pf2e.classfeatures.Item.ZvsiPWL9mVZk5Tz1 inline]

Weapon SpecializationLevel 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Fortitude ExpertiseLevel 9

Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert.

Armor ExpertiseLevel 11

@Embed[Compendium.pf2e.classfeatures.Item.x5jaCJxsmD5sx3KB inline]

Commanding WillLevel 11

@Embed[Compendium.pf2e.classfeatures.Item.fbMy0ltflHJjxFPD inline]

Perception MasteryLevel 13

You've developed the ability to see a scenario from every side. Your proficiency rank for Perception increases to master.

Weapon MasteryLevel 13

You've drilled extensively in your weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to master.

Battlefield IntuitionLevel 15

@Embed[Compendium.pf2e.classfeatures.Item.KQ87ZZVAT4q00Dyr inline]

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline]

Master Tactician Level 15

@Embed[Compendium.pf2e.classfeatures.Item.wHVfwjs6LJOgDERO inline]

Armor Mastery Level 17

Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Legendary Tactician Level 19

@Embed[Compendium.pf2e.classfeatures.Item.jMxFu2vsw9ZOw61O inline]

Tactics

Mobility Tactics

@UUID[Compendium.pf2e.actionspf2e.Item.Defensive Retreat] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.UJi0VYnhVSdnl9II inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Gather to Me!] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.URxnrN8ji84AoVup inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Mountaineering Training] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.bAXkEXAlnBx78S7t inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Naval Training] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.zuTNF3UEr0ZNleqR inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Passage of Lines] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.BfC5pWAns8PNewW3 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Protective Screen] 1

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.5yBBgZ7OCWWJsnLo inline]

Offensive Tactics

@UUID[Compendium.pf2e.actionspf2e.Item.Coordinating Maneuvers] 1

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.Kp325Qf0qpF6RCDE inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Double Team] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.c5jVVnNYlP5HB6Ob inline]

@UUID[Compendium.pf2e.actionspf2e.Item.End It!] 2

BRANDISH

COMMANDER

INCAPACITATION

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.lI4JCQcqvrZE2U5n inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Pincer Attack] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.zLFfwNmmPTND6OMO inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Reload!] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.NjS64g60oV74XZjq inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Shields Up!] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.LAo3ERyiaHx3E8qg inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Strike Hard!] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.73W3mBLXRPfeVl3G inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Tactical Takedown] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.KtxzyElOleyy74Lg inline]

Expert Tactics

@UUID[Compendium.pf2e.actionspf2e.Item.Alley-Oop] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.Z0HyZyvCe3Y1Chaa inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Buckle-Cut Blitz] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.3sNSr6NEVkUZ0dIr inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Demoralizing Charge] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.q1dvlKJI2Kfegc4Y inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Slip and Sizzle] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.OULAoPQYFoiRhjXP inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Stupefying Raid] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.7HRhXh46dJVb241Y inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Take the High Ground] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.HUJBYqs2vTTBeZgO inline]

Master Tactics

@UUID[Compendium.pf2e.actionspf2e.Item.The Bigger They Are] 1

brandish

commander

tactic

@Embed[Compendium.pf2e.actionspf2e.Item.Czcdh3pPzQ7y1cV7 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Mirrored Wall] 2

COMMANDER

TACTIC

VISUAL

@Embed[Compendium.pf2e.actionspf2e.Item.EKEZGfOBKTNWTFDe inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Piranha Assault] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.NVLqYqkkQaCdnWWk inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Pop, Drop, and Lock] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.6YIG6eVGTplWubGb inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Ready, Aim, Fire!] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.iuFPNbfhVXvbCPRO inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Roaring Charge] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.ILwYke30PIAr2CVX inline]

Legendary Tactics

@UUID[Compendium.pf2e.actionspf2e.Item.Bloody Guillotine] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.zt5fgBBOQpr84CGE inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Cry Havoc!] 3

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.k50ynPhpPSPZ4Akg inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Executioner's Volley] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.GkcfzMAJVX159ua7 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Insta-Ballista] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.ut0jFv67YpvHBzD9 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Sanguine Revitalization] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.ZI7TLmmUu7fYLrP0 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Valkyrie's Charge] 3

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.DGmzeAr4IfCnKN0R inline]

", + "content": "

You approach battle with the knowledge that tactics and strategy are every bit as crucial as brute strength or numbers. You might have trained in classical theories of warfare and strategy at a military academy, or you might have refined your techniques through hard-won experience as part of an army or mercenary company. Regardless of how you came by your knowledge, you have a gift for signaling your allies from across the battlefield and deploying commands to rout even the most desperate conflicts, empowering your squad to exceed their limits and claim victory.

Key Attribute: INTELLIGENCE

At 1st level, your class gives you an attribute boost to Intelligence

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Commander

During Combat Encounters...

You look for an advantageous position to survey the battlefield, shouting out instructions to your allies or signaling them with your personal banner based on the tactics you've trained and drilled beforehand.

During Social Encounters...

You leverage your keen intellect and knowledge of warfare to watch for hostile political ploys and ferret out information your rivals would rather keep hidden.

While Exploring...

You use your keen perception, trained across multiple battlefields, to watch for ambushes and plan tactics that are useful for your current environment.

In Downtime...

You make connections with soldiers and aristocrats alike, leveraging your connections to find promising prospects for work. You might enjoy board games like chess, draj, go, imperial conquest, or other games of tactics as ways to keep yourself sharp in times of peace.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Expert in Reflex

Expert in Will

Skills

Trained in Society and Warfare Lore

Trained in a number of additional skills equal to 2 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in all armor

Trained in unarmored defense

Class DC

Trained in commander class DC

Class Features

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, commander's banner, tactics, drilled reactions, Shield Block, commander feat

2

Commander feat, skill feat

3

General feat, skill increase, warfare expertise

4

Commander feat, skill feat

5

Ancestry feat, attribute boosts, military expertise, skill increase

6

Commander feat, skill feat

7

Expert tactician, general feat, skill increase, weapon specialization

8

Commander feat, skill feat

9

Ancestry feat, fortitude expertise, skill increase

10

Attribute boosts, commander feat, skill feat

11

Armor expertise, commanding will, general, feat, skill increase

12

Commander feat, skill feat

13

Ancestry feat, skill increase, perception mastery, weapon mastery

14

Commander feat, skill feat

15

Attribute boosts, battlefield intuition, general feat, greater weapon specialization, master tactician, skill increase

16

Commander feat, skill feat

17

Ancestry feat, armor mastery, skill increase

18

Commander feat, skill feat

19

General feat, legendary tactician, skill increase

20

Attribute boosts, commander feat, skill feat

Commander's Banner

@Embed[Compendium.pf2e.classfeatures.Item.8NtRuNYGiU2iTwgL inline]

Tactics

@Embed[Compendium.pf2e.classfeatures.Item.2IysodKQuf62jmd7 inline]

Drilled Reactions

@Embed[Compendium.pf2e.classfeatures.Item.A5nOG2HuM8ZhMJ5p inline]

Shield Block

@Embed[Compendium.pf2e.classfeatures.Item.eZNCckLzbH3GyncH inline]

Commander Feats

At 1st level and every even-numbered level, you gain a commander class feat.

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Warfare Expertise Level 3

@Embed[Compendium.pf2e.classfeatures.Item.WXATTZWhe3QpyrYR inline]

Ancestry FeatsLevel 5

Military ExpertiseLevel 5

@Embed[Compendium.pf2e.classfeatures.Item.VCJVuqByBxnUxQoH inline]

Expert TacticianLevel 7

@Embed[Compendium.pf2e.classfeatures.Item.ZvsiPWL9mVZk5Tz1 inline]

Weapon SpecializationLevel 7

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Fortitude ExpertiseLevel 9

Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert.

Armor ExpertiseLevel 11

@Embed[Compendium.pf2e.classfeatures.Item.x5jaCJxsmD5sx3KB inline]

Commanding WillLevel 11

@Embed[Compendium.pf2e.classfeatures.Item.fbMy0ltflHJjxFPD inline]

Perception MasteryLevel 13

You've developed the ability to see a scenario from every side. Your proficiency rank for Perception increases to master.

Weapon MasteryLevel 13

You've drilled extensively in your weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to master.

Battlefield IntuitionLevel 15

@Embed[Compendium.pf2e.classfeatures.Item.KQ87ZZVAT4q00Dyr inline]

Greater Weapon Specialization Level 15

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline]

Master Tactician Level 15

@Embed[Compendium.pf2e.classfeatures.Item.wHVfwjs6LJOgDERO inline]

Armor Mastery Level 17

Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.

Legendary Tactician Level 19

@Embed[Compendium.pf2e.classfeatures.Item.jMxFu2vsw9ZOw61O inline]

Tactics

Mobility Tactics

@UUID[Compendium.pf2e.actionspf2e.Item.Defensive Retreat] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.UJi0VYnhVSdnl9II inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Gather to Me!] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.URxnrN8ji84AoVup inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Mountaineering Training] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.bAXkEXAlnBx78S7t inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Naval Training] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.zuTNF3UEr0ZNleqR inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Passage of Lines] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.BfC5pWAns8PNewW3 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Protective Screen] 1

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.5yBBgZ7OCWWJsnLo inline]

Offensive Tactics

@UUID[Compendium.pf2e.actionspf2e.Item.Coordinating Maneuvers] 1

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.Kp325Qf0qpF6RCDE inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Double Team] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.c5jVVnNYlP5HB6Ob inline]

@UUID[Compendium.pf2e.actionspf2e.Item.End It!] 2

BRANDISH

COMMANDER

INCAPACITATION

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.lI4JCQcqvrZE2U5n inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Pincer Attack] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.zLFfwNmmPTND6OMO inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Reload!] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.NjS64g60oV74XZjq inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Shields Up!] 1

COMMANDER

TACTIC

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@UUID[Compendium.pf2e.actionspf2e.Item.Strike Hard!] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.73W3mBLXRPfeVl3G inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Tactical Takedown] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.KtxzyElOleyy74Lg inline]

Expert Tactics

@UUID[Compendium.pf2e.actionspf2e.Item.Alley-Oop] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.Z0HyZyvCe3Y1Chaa inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Buckle-Cut Blitz] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.3sNSr6NEVkUZ0dIr inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Demoralizing Charge] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.q1dvlKJI2Kfegc4Y inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Slip and Sizzle] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.OULAoPQYFoiRhjXP inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Stupefying Raid] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.7HRhXh46dJVb241Y inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Take the High Ground] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.HUJBYqs2vTTBeZgO inline]

Master Tactics

@UUID[Compendium.pf2e.actionspf2e.Item.The Bigger They Are] 1

brandish

commander

tactic

@Embed[Compendium.pf2e.actionspf2e.Item.Czcdh3pPzQ7y1cV7 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Mirrored Wall] 2

COMMANDER

TACTIC

VISUAL

@Embed[Compendium.pf2e.actionspf2e.Item.EKEZGfOBKTNWTFDe inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Piranha Assault] 1

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.NVLqYqkkQaCdnWWk inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Pop, Drop, and Lock] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.6YIG6eVGTplWubGb inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Ready, Aim, Fire!] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.iuFPNbfhVXvbCPRO inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Roaring Charge] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.ILwYke30PIAr2CVX inline]

Legendary Tactics

@UUID[Compendium.pf2e.actionspf2e.Item.Bloody Guillotine] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.zt5fgBBOQpr84CGE inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Cry Havoc!] 3

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.k50ynPhpPSPZ4Akg inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Executioner's Volley] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.GkcfzMAJVX159ua7 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Insta-Ballista] 2

BRANDISH

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.ut0jFv67YpvHBzD9 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Sanguine Revitalization] 2

COMMANDER

TACTIC

@Embed[Compendium.pf2e.actionspf2e.Item.ZI7TLmmUu7fYLrP0 inline]

@UUID[Compendium.pf2e.actionspf2e.Item.Valkyrie's Charge] 3

BRANDISH

COMMANDER

TACTIC

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Death and danger from all manner of enemies threaten all that you and your companions hold dear. But you are the shield, the steel wall that holds back the tide of opposition. You're clad in armor you wear like a second skin and can angle it to protect yourself and your allies from damage and keep foes at bay. Allies look to you to safeguard them, whether they stand beside you on the battlefield or remain on the back lines, and enemies see you for the imposing threat you are. Be it to friend or foe, your presence is difficult to ignore.

Key Attribute: STRENGTH

At 1st level, your class gives you an attribute boost to Strength

Hit Points: 12 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Guardian

During Combat Encounters...

You're unparalleled in your use of armor, squeezing every last drop of protection it offers. You take hits meant for your most vulnerable allies. You can also taunt your foes, drawing their ire and attention so they attack you instead of others.

During Social Encounters...

Depending on your background, you might be friendly or coercive during negotiations. You usually feel more comfortable on the field of battle when you can more easily tell friend from foe, but that doesn't mean you can't bond with other soldiers or those who have had experiences similar to yours.

While Exploring...

You remain vigilant against possible threats, ready to step up at a moment's notice. Constantly wearing armor has made you stronger, allowing you to surmount physical challenges such as moving heavy objects or scaling walls.

In Downtime...

Your armor and shield might have gotten damaged during your latest adventures, so you often spend time repairing and maintaining them. You might also earn some extra coin doing manual labor or extra work as a town guard.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Athletics

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in all armor

Trained in unarmored defense

Class DC

Trained in guardian class DC

Class Features

Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, guardian feat, guardian's armor, Shield Block, Taunt, guardian's techniques
2Guardian feat, skill feat
3General feat, skill increase, tough to kill
4Guardian feat, skill feat
5Ancestry feat, attribute boosts, skill increase, unbreakable expertise, weapon expertise
6Guardian feat, skill feat
7General feat, reaction time, reflex expertise, skill increase
8Guardian feat, skill feat
9Ancestry feat, battle hardened, guardian expertise, skill increase
10Attribute boosts, guardian feat, skill feat
11General feat, skill increase, unbreakable mastery, weapon specialization
12Guardian feat, skill feat
13Ancestry feat, skill increase, weapon mastery
14Guardian feat, skill feat
15Attribute boosts, general feat, skill increase, unbreakable legend
16Guardian feat, skill feat
17Ancestry feat, greater weapon specialization, skill increase, unyielding resolve
18Guardian feat, skill feat
19General feat, guardian mastery, skill increase
20Attribute boosts, guardian feat, skill feat

Guardian Feats

At 1st level and every even-numbered level thereafter, you gain a guardian class feat.

Guardian's Armor

@Embed[Compendium.pf2e.classfeatures.Item.qbTwR81TKsv4fOHk inline]

Shield Block

@Embed[Compendium.pf2e.classfeatures.Item.eZNCckLzbH3GyncH inline]

Taunt

@Embed[Compendium.pf2e.classfeatures.Item.e6PhXRpuyZkVoCQb inline]

Taunt 1

CONCENTRATE

GUARDIAN

@Embed[Compendium.pf2e.actionspf2e.Item.4DYFJ4TUsNkgFBDb inline]

Guardian's Techniques

@Embed[Compendium.pf2e.classfeatures.Item.uSRq2tneVCknhI0P inline]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Tough to Kill Level 3

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Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Unbreakable ExpertiseLevel 5

@Embed[Compendium.pf2e.classfeatures.Item.VCJVuqByBxnUxQoH inline]

Weapon ExpertiseLevel 5

Sometimes, the best defense is a good offense. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

Reaction TimeLevel 7

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Reflex ExpertiseLevel 7

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Battle HardenedLevel 9

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Guardian ExpertiseLevel 9

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Unbreakable MasteryLevel 11

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Weapon SpecializationLevel 11

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Weapon Mastery Level 13

You've drilled extensively in your weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to master.

Unbreakable LegendLevel 15

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Greater Weapon SpecializationLevel 17

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Unyielding ResolveLevel 17

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Guardian MasteryLevel 19

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", + "content": "

Death and danger from all manner of enemies threaten all that you and your companions hold dear. But you are the shield, the steel wall that holds back the tide of opposition. You're clad in armor you wear like a second skin and can angle it to protect yourself and your allies from damage and keep foes at bay. Allies look to you to safeguard them, whether they stand beside you on the battlefield or remain on the back lines, and enemies see you for the imposing threat you are. Be it to friend or foe, your presence is difficult to ignore.

Key Attribute: STRENGTH

At 1st level, your class gives you an attribute boost to Strength

Hit Points: 12 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Guardian

During Combat Encounters...

You're unparalleled in your use of armor, squeezing every last drop of protection it offers. You take hits meant for your most vulnerable allies. You can also taunt your foes, drawing their ire and attention so they attack you instead of others.

During Social Encounters...

Depending on your background, you might be friendly or coercive during negotiations. You usually feel more comfortable on the field of battle when you can more easily tell friend from foe, but that doesn't mean you can't bond with other soldiers or those who have had experiences similar to yours.

While Exploring...

You remain vigilant against possible threats, ready to step up at a moment's notice. Constantly wearing armor has made you stronger, allowing you to surmount physical challenges such as moving heavy objects or scaling walls.

In Downtime...

Your armor and shield might have gotten damaged during your latest adventures, so you often spend time repairing and maintaining them. You might also earn some extra coin doing manual labor or extra work as a town guard.

You Might...

Others Probably...

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in Athletics

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

Defenses

Trained in all armor

Trained in unarmored defense

Class DC

Trained in guardian class DC

Class Features

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, guardian feat, guardian's armor, Shield Block, Taunt, guardian's techniques

2

Guardian feat, skill feat

3

General feat, skill increase, tough to kill

4

Guardian feat, skill feat

5

Ancestry feat, attribute boosts, skill increase, unbreakable expertise, weapon expertise

6

Guardian feat, skill feat

7

General feat, reaction time, reflex expertise, skill increase

8

Guardian feat, skill feat

9

Ancestry feat, battle hardened, guardian expertise, skill increase

10

Attribute boosts, guardian feat, skill feat

11

General feat, skill increase, unbreakable mastery, weapon specialization

12

Guardian feat, skill feat

13

Ancestry feat, skill increase, weapon mastery

14

Guardian feat, skill feat

15

Attribute boosts, general feat, skill increase, unbreakable legend

16

Guardian feat, skill feat

17

Ancestry feat, greater weapon specialization, skill increase, unyielding resolve

18

Guardian feat, skill feat

19

General feat, guardian mastery, skill increase

20

Attribute boosts, guardian feat, skill feat

Guardian Feats

At 1st level and every even-numbered level thereafter, you gain a guardian class feat.

Guardian's Armor

@Embed[Compendium.pf2e.classfeatures.Item.qbTwR81TKsv4fOHk inline]

Shield Block

@Embed[Compendium.pf2e.classfeatures.Item.eZNCckLzbH3GyncH inline]

Taunt

@Embed[Compendium.pf2e.classfeatures.Item.e6PhXRpuyZkVoCQb inline]

Taunt 1

CONCENTRATE

GUARDIAN

@Embed[Compendium.pf2e.actionspf2e.Item.4DYFJ4TUsNkgFBDb inline]

Guardian's Techniques

@Embed[Compendium.pf2e.classfeatures.Item.uSRq2tneVCknhI0P inline]

Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

Tough to Kill Level 3

@Embed[Compendium.pf2e.classfeatures.Item.U9t3cmF4eXFiF7oI inline]

Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Unbreakable ExpertiseLevel 5

@Embed[Compendium.pf2e.classfeatures.Item.VCJVuqByBxnUxQoH inline]

Weapon ExpertiseLevel 5

Sometimes, the best defense is a good offense. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

Reaction TimeLevel 7

@Embed[Compendium.pf2e.classfeatures.Item.qgEIQPhtEV6d1zB2 inline]

Reflex ExpertiseLevel 7

@Embed[Compendium.pf2e.classfeatures.Item.TUOeATt52P43r5W0 inline]

Battle HardenedLevel 9

@Embed[Compendium.pf2e.classfeatures.Item.gdSmSTaGDxf4g2d8 inline]

Guardian ExpertiseLevel 9

@Embed[Compendium.pf2e.classfeatures.Item.Ak646ZUtxhQdYEi9 inline]

Unbreakable MasteryLevel 11

@Embed[Compendium.pf2e.classfeatures.Item.tgh1l7cWQtdpkJvC inline]

Weapon SpecializationLevel 11

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

Weapon Mastery Level 13

You've drilled extensively in your weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to master.

Unbreakable LegendLevel 15

@Embed[Compendium.pf2e.classfeatures.Item.QqgWFjBWbiK2fS1A inline]

Greater Weapon SpecializationLevel 17

@Embed[Compendium.pf2e.classfeatures.Item.Z7HX6TeFsaup7Dx9 inline]

Unyielding ResolveLevel 17

@Embed[Compendium.pf2e.classfeatures.Item.4nFnYNPMXIaI7KiY inline]

Guardian MasteryLevel 19

@Embed[Compendium.pf2e.classfeatures.Item.CdDcUXv9J3aEo9HR inline]

", "format": 1 }, "title": { @@ -604,14 +609,14 @@ }, { "_id": "Dy1cyGJUfzyZ4EIy", - "category": null, + "category": "2m1uNKgr9PZSerje", "image": {}, "name": "Draconic Sorcerer Bloodlines", "sort": 2100000, "src": null, "system": {}, "text": { - "content": "

If you're playing a sorcerer and want to choose a specific type of dragon for your draconic exemplar instead of a broad tradition of magic, you can use the sorcerous gifts listed below or work with your GM to replace the sorcerous gifts listed in Draconic Exemplars with appropriate-rank spells found in the various Dragon Spellcasters sidebars for that type of dragon.

Adamantine

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Barrage

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Bog

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Brine

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Cinder

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Cloud

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Conspirator

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Coral

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Crystal

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Delight

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Despair

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Diabolic

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Empyreal

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Executor

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Forest

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Fortune

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Horned

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Magma

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Mirage

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Mocking

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Oath

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Omen

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Phase

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Requiem

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Resurrection

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Rime

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Rune

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Sage

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Sea

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Sky

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Sovereign

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Stormcrown

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Time

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Umbral

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Underworld

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Vizier

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Vorpal

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Wailing

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Whisper

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Wish

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Source: Pathfinder Lost Omens Draconic Codex pg. 206-207

", + "content": "

If you're playing a sorcerer and want to choose a specific type of dragon for your draconic exemplar instead of a broad tradition of magic, you can use the sorcerous gifts listed below or work with your GM to replace the sorcerous gifts listed in Draconic Exemplars with appropriate-rank spells found in the various Dragon Spellcasters sidebars for that type of dragon.

Adamantine

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Barrage

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Bog

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Brine

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Cinder

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Cloud

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Conspirator

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Coral

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Crystal

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Delight

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Despair

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Diabolic

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Empyreal

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Executor

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Forest

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Fortune

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Horned

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Magma

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Mirage

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Mocking

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Oath

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Omen

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Phase

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Requiem

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Resurrection

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Rime

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Rune

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Sage

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Sea

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Sky

Tradition Divine

Bloodline Skill Religion

Sorcerous Gifts

Sovereign

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Stormcrown

Tradition Primal

Bloodline Skill Nature

Sorcerous Gifts

Time

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Umbral

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Underworld

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Vizier

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Vorpal

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Wailing

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Whisper

Tradition Occult

Bloodline Skill Occultism

Sorcerous Gifts

Wish

Tradition Arcane

Bloodline Skill Arcana

Sorcerous Gifts

Source: Pathfinder Lost Omens Draconic Codex pg. 206-207

", "format": 1 }, "title": { @@ -626,14 +631,14 @@ }, { "_id": "GduFISQ6kzEB6sec", - "category": null, + "category": "z7ZwuD7y5RmLbj8W", "image": {}, "name": "Draconic Connections", - "sort": 2600000, + "sort": 2150000, "src": null, "system": {}, "text": { - "content": "

Some abilities reference your draconic benefactor, draconic exemplar, or a draconic instinct, which is a specific type of dragon from which you draw your draconic powers—typically the type of dragon you serve or whose blood runs in your veins. You can choose your exemplar when you create your character, but are required to choose one only when you select a feat or other option that requires you to have one (such as Breath of the Dragon). This means your draconic power might remain a mystery to you for some time, only revealing its true nature to you as you grow in experience.

The table below can be used to determine the benefits of your draconic connection or the benefits you gain when using dragon form and similar effects. If you choose a dragon from a different source, work with your GM to determine if you have access to it and what options that dragon grants you.

Draconic Benefactors

DragonTraditionSpeedsDragon BreathSaving Throw
AdamantinePrimalBurrowCone of bludgeoningReflex
BarrageArcaneCone of forceReflex
BogPrimalSwimCone of acidReflex
BrinePrimalSwimLine of bludgeoningReflex
CinderPrimalCone of fireReflex
CloudPrimalCone of electricityReflex
ConspiratorOccultClimbCone of poisonFortitude
CoralPrimalSwimLine of bludgeoningReflex
CrystalPrimalCone of piercingReflex
DelightDivineCone of spiritReflex
DespairOccultCone of sonicWill
DiabolicDivineCone of fireReflex
EmpyrealDivineCone of spiritReflex
ExecutorDivineCone of sonicReflex
ForestPrimalCone of piercingReflex
FortuneArcaneCone of forceReflex
HornedPrimalSwimCone of poisonFortitude
MagmaPrimalBurrowCone of fireReflex
MirageArcaneClimbCone of mentalWill
MockingOccultCone of bludgeoningReflex
OathDivineCone of spiritWill
OmenOccultCone of mentalWill
PhaseArcaneCone of forceReflex
RequiemDivineSwimLine of spiritWill
ResurrectionDivineCone of voidFortitude
RimePrimalSwimCone of coldReflex
RuneArcaneCone of fireReflex
SageOccultCone of mentalWill
SeaArcaneSwimCone of bludgeoningReflex
SkyDivineCone of electricityReflex
SovereignOccultCone of mentalWill
StormcrownPrimalLine of electricityReflex
TimeArcaneCone of forceWill
UmbralOccultCone of voidReflex
UnderworldArcaneBurrowCone of fireReflex
VizierOccultSwimCone of fireReflex
VorpalArcaneCone of voidWill
WailingArcaneCone of sonicFortitude
WhisperOccultCone of mentalWill
WishArcaneClimbCone of mentalWill

Source: Pathfinder Lost Omens Draconic Codex pg. 206-207

", + "content": "

Some abilities reference your draconic benefactor, draconic exemplar, or a draconic instinct, which is a specific type of dragon from which you draw your draconic powers—typically the type of dragon you serve or whose blood runs in your veins. You can choose your exemplar when you create your character, but are required to choose one only when you select a feat or other option that requires you to have one (such as Breath of the Dragon). This means your draconic power might remain a mystery to you for some time, only revealing its true nature to you as you grow in experience.

The table below can be used to determine the benefits of your draconic connection or the benefits you gain when using dragon form and similar effects. If you choose a dragon from a different source, work with your GM to determine if you have access to it and what options that dragon grants you.

Draconic Benefactors

Dragon

Tradition

Speeds

Dragon Breath

Saving Throw

Adamantine

Primal

Burrow

Cone of bludgeoning

Reflex

Barrage

Arcane

Cone of force

Reflex

Bog

Primal

Swim

Cone of acid

Reflex

Brine

Primal

Swim

Line of bludgeoning

Reflex

Cinder

Primal

Cone of fire

Reflex

Cloud

Primal

Cone of electricity

Reflex

Conspirator

Occult

Climb

Cone of poison

Fortitude

Coral

Primal

Swim

Line of bludgeoning

Reflex

Crystal

Primal

Cone of piercing

Reflex

Delight

Divine

Cone of spirit

Reflex

Despair

Occult

Cone of sonic

Will

Diabolic

Divine

Cone of fire

Reflex

Empyreal

Divine

Cone of spirit

Reflex

Executor

Divine

Cone of sonic

Reflex

Forest

Primal

Cone of piercing

Reflex

Fortune

Arcane

Cone of force

Reflex

Horned

Primal

Swim

Cone of poison

Fortitude

Magma

Primal

Burrow

Cone of fire

Reflex

Mirage

Arcane

Climb

Cone of mental

Will

Mocking

Occult

Cone of bludgeoning

Reflex

Oath

Divine

Cone of spirit

Will

Omen

Occult

Cone of mental

Will

Phase

Arcane

Cone of force

Reflex

Requiem

Divine

Swim

Line of spirit

Will

Resurrection

Divine

Cone of void

Fortitude

Rime

Primal

Swim

Cone of cold

Reflex

Rune

Arcane

Cone of fire

Reflex

Sage

Occult

Cone of mental

Will

Sea

Arcane

Swim

Cone of bludgeoning

Reflex

Sky

Divine

Cone of electricity

Reflex

Sovereign

Occult

Cone of mental

Will

Stormcrown

Primal

Line of electricity

Reflex

Time

Arcane

Cone of force

Will

Umbral

Occult

Cone of void

Reflex

Underworld

Arcane

Burrow

Cone of fire

Reflex

Vizier

Occult

Swim

Cone of fire

Reflex

Vorpal

Arcane

Cone of void

Will

Wailing

Arcane

Cone of sonic

Fortitude

Whisper

Occult

Cone of mental

Will

Wish

Arcane

Climb

Cone of mental

Will

Source: Pathfinder Lost Omens Draconic Codex pg. 206-207

", "format": 1 }, "title": { diff --git a/packs/pf2e/journals/gm-screen.json b/packs/pf2e/journals/gm-screen.json index 18677884eb2..a9acd88e7ea 100644 --- a/packs/pf2e/journals/gm-screen.json +++ b/packs/pf2e/journals/gm-screen.json @@ -1,6 +1,12 @@ { "_id": "S55aqwWIzpQRFhcq", - "categories": [], + "categories": [ + "fPlT3IX0WJt1wXG6", + "UETWXG7yvlN3eIbb", + "XjPJozSumWKRXBSJ", + "kitbT36EV0VRh7nG", + "iRqU6roy9zfUsShV" + ], "name": "GM Screen", "ownership": { "default": 0 @@ -8,18 +14,18 @@ "pages": [ { "_id": "9e26SSQNYcyizEQ2", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Bonuses and Penalties", "sort": -500000, "src": null, "system": {}, "text": { - "content": "

Bonuses

If you have different types of bonuses that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—they aren't cumulative.

Proficiency bonus

Proficiency RankProficiency Bonus
Untrained0
TrainedYour level + 2
ExpertYour level + 4
MasterYour level + 6
LegendaryYour level + 8

Circumstance bonuses

Involve the situation you find yourself in when attempting a check.

Item bonuses

Are granted by some item that you are wearing or using, either mundane or magical.

Status bonuses

Typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you.

Penalties

Penalties work very much like bonuses. You can have circumstance penalties, status penalties, and sometimes even item penalties. Like bonuses of the same type, you take only the worst all of various penalties of a given type.


Section: Playing the GamePathfinder Player Core pg. 400

", + "content": "

Bonuses

If you have different types of bonuses that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—they aren't cumulative.

Proficiency bonus

Proficiency Rank

Proficiency Bonus

Untrained

0

Trained

Your level + 2

Expert

Your level + 4

Master

Your level + 6

Legendary

Your level + 8

Circumstance bonuses

Involve the situation you find yourself in when attempting a check.

Item bonuses

Are granted by some item that you are wearing or using, either mundane or magical.

Status bonuses

Typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you.

Penalties

Penalties work very much like bonuses. You can have circumstance penalties, status penalties, and sometimes even item penalties. Like bonuses of the same type, you take only the worst all of various penalties of a given type.


Section: Playing the GamePathfinder Player Core pg. 400

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -30,18 +36,18 @@ }, { "_id": "KdoLyU91c0oS2hTw", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Death, Dying and Unconscious", "sort": 200000, "src": null, "system": {}, "text": { - "content": "

Death and Dying

Knocked OutWhen reduced to 0 HP, move your initiative to directly before the creature or effect that reduced you to 0 HP. Gain dying 1, or dying 2 if the damage came from a critical hit or your critical failure on a save. A nonlethal effect makes you @UUID[Compendium.pf2e.conditionitems.Item.Unconscious] at 0 HP and doesn't give you the dying condition.
@UUID[Compendium.pf2e.conditionitems.Item.Dying]

You are @UUID[Compendium.pf2e.conditionitems.Item.Unconscious]. If you ever reach dying 4, you die. Attempt a recovery check at the start of your turn to determine whether you get better or worse. If you ever have 1 HP or more, you lose the dying condition. Any time you lose the dying condition, increase your wounded value by 1. If you take damage while dying, increase the dying value by 1 (or 2 on an enemy's critical success or your critical failure).

Recovery Checks

At the start of your turn when you're dying, attempt a flat check (DC 10 + your dying value).


Critical Success Your dying value is reduced by 2.

Success Your dying value is reduced by 1.

Failure Your dying value increases by 1.

Critical Failure Your dying value increases by 2

@UUID[Compendium.pf2e.conditionitems.Item.Wounded]If you gain the dying condition while you have the wounded condition, add your wounded value to your dying value. Wounded ends if you receive HP from @UUID[Compendium.pf2e.actionspf2e.Item.Treat Wounds], or if you're restored to full HP and rest for 10 minutes.
@UUID[Compendium.pf2e.conditionitems.Item.Doomed]The maximum dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. Your doomed value decreases by 1 each time you get a full night's rest.

Unconscious

You can't wake up from @UUID[Compendium.pf2e.conditionitems.Item.Unconscious]{Unconsciousness} while you have 0 Hit Points. If you're unconscious and have 1 or more Hit Points, you wake up in one of five ways.

Section: Playing the GamePathfinder Player Core pg. 411-412

", + "content": "

Death and Dying

Knocked Out

When reduced to 0 HP, move your initiative to directly before the creature or effect that reduced you to 0 HP. Gain dying 1, or dying 2 if the damage came from a critical hit or your critical failure on a save. A nonlethal effect makes you @UUID[Compendium.pf2e.conditionitems.Item.Unconscious] at 0 HP and doesn't give you the dying condition.

@UUID[Compendium.pf2e.conditionitems.Item.Dying]

You are @UUID[Compendium.pf2e.conditionitems.Item.Unconscious]. If you ever reach dying 4, you die. Attempt a recovery check at the start of your turn to determine whether you get better or worse. If you ever have 1 HP or more, you lose the dying condition. Any time you lose the dying condition, increase your wounded value by 1. If you take damage while dying, increase the dying value by 1 (or 2 on an enemy's critical success or your critical failure).

Recovery Checks

At the start of your turn when you're dying, attempt a flat check (DC 10 + your dying value).


Critical Success Your dying value is reduced by 2.

Success Your dying value is reduced by 1.

Failure Your dying value increases by 1.

Critical Failure Your dying value increases by 2

@UUID[Compendium.pf2e.conditionitems.Item.Wounded]

If you gain the dying condition while you have the wounded condition, add your wounded value to your dying value. Wounded ends if you receive HP from @UUID[Compendium.pf2e.actionspf2e.Item.Treat Wounds], or if you're restored to full HP and rest for 10 minutes.

@UUID[Compendium.pf2e.conditionitems.Item.Doomed]

The maximum dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. Your doomed value decreases by 1 each time you get a full night's rest.


Unconscious

You can't wake up from @UUID[Compendium.pf2e.conditionitems.Item.Unconscious]{Unconsciousness} while you have 0 Hit Points. If you're unconscious and have 1 or more Hit Points, you wake up in one of five ways.

Section: Playing the GamePathfinder Player Core pg. 411-412

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -52,18 +58,18 @@ }, { "_id": "ZrEmfrgDlmlhdvQg", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Basic Actions", "sort": -775000, "src": null, "system": {}, "text": { - "content": "

ActionTraitsDescription
@UUID[Compendium.pf2e.actionspf2e.Item.Aid] RDC 15 check to give a +1 circumstance bonus to assisted skill check or attack roll (crit success: +2, +3 if master, +4 if legendary).
@UUID[Compendium.pf2e.actionspf2e.Item.Arrest a Fall] RUse Acrobatics to slow your fall while flying.
@UUID[Compendium.pf2e.actionspf2e.Item.Avert Gaze] 1Get a +2 circumstance bonus against visual abilities.
@UUID[Compendium.pf2e.actionspf2e.Item.Burrow] 1

move

Move up to your burrow Speed.
@UUID[Compendium.pf2e.actionspf2e.Item.Crawl] 1

move

Move 5 feet while @UUID[Compendium.pf2e.conditionitems.Item.Prone].
@UUID[Compendium.pf2e.actionspf2e.Item.Delay] 1Select this when your turn begins; take your turn later.
@UUID[Compendium.pf2e.actionspf2e.Item.Drop Prone] 1

move

Fall @UUID[Compendium.pf2e.conditionitems.Item.Prone].
@UUID[Compendium.pf2e.actionspf2e.Item.Dismiss] 1

concentrate

End an effect that states that you can dismiss it. Ends the entire effect unless noted otherwise.
@UUID[Compendium.pf2e.actionspf2e.Item.Fly] 1

move

Move up to your fly Speed. Moving upward counts as difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you're airborne at the end of your turn and didn't Fly this round, you fall.
@UUID[Compendium.pf2e.actionspf2e.Item.Grab an Edge] 1

manipulate

Try to catch something to stop a fall.
@UUID[Compendium.pf2e.actionspf2e.Item.Interact] 1

manipulate

Grab an object, open a door, draw an item, or do a similar action.
@UUID[Compendium.pf2e.actionspf2e.Item.Leap] 1

move

Jump horizontally 10 feet (15 feet if your Speed is 30 feet or more), or vertically 3 feet and horizontally 5 feet.
@UUID[Compendium.pf2e.actionspf2e.Item.Mount] 1

move

Get on an allied animal bigger than you to ride it.
@UUID[Compendium.pf2e.actionspf2e.Item.Point Out] 1

auditory

manipulate

visual

Reveal unobserved creature.
@UUID[Compendium.pf2e.actionspf2e.Item.Raise a Shield] 1Put up a shield to get its bonus to AC.
@UUID[Compendium.pf2e.actionspf2e.Item.Release] F

manipulate

Release something you're holding without triggering reactions.
@UUID[Compendium.pf2e.actionspf2e.Item.Seek] 1

concentrate

secret

Scan an area for signs of creatures or objects using Perception.
@UUID[Compendium.pf2e.actionspf2e.Item.Sense Motive] 1

concentrate

secret

See if a creature is lying.
@UUID[Compendium.pf2e.actionspf2e.Item.Stand] 1

move

You stand up from @UUID[Compendium.pf2e.conditionitems.Item.Prone].
@UUID[Compendium.pf2e.actionspf2e.Item.Step] 1

move

Move 5 feet without triggering reactions.
@UUID[Compendium.pf2e.actionspf2e.Item.Stride] 1

move

Move up to your Speed.
@UUID[Compendium.pf2e.actionspf2e.Item.Strike] 1

attack

Attack with a weapon or unarmed attack.
@UUID[Compendium.pf2e.actionspf2e.Item.Sustain] 1

concentrate

Extend the duration of one effect that has a sustained duration or benefit when you sustain it. An extended duration lasts until the end of your next turn.
@UUID[Compendium.pf2e.actionspf2e.Item.Take Cover] 1Gain cover, or get greater cover if you have cover.

Speaking

As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a Deception skill check to Lie, require spending actions and follow their own rules. All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.


Section: Playing the GamePathfinder Player Core pg. 416-419

", + "content": "

Action

Traits

Description

@UUID[Compendium.pf2e.actionspf2e.Item.Aid] R

DC 15 check to give a +1 circumstance bonus to assisted skill check or attack roll (crit success: +2, +3 if master, +4 if legendary).

@UUID[Compendium.pf2e.actionspf2e.Item.Arrest a Fall] R

Use Acrobatics to slow your fall while flying.

@UUID[Compendium.pf2e.actionspf2e.Item.Avert Gaze] 1

Get a +2 circumstance bonus against visual abilities.

@UUID[Compendium.pf2e.actionspf2e.Item.Burrow] 1

move

Move up to your burrow Speed.

@UUID[Compendium.pf2e.actionspf2e.Item.Crawl] 1

move

Move 5 feet while @UUID[Compendium.pf2e.conditionitems.Item.Prone].

@UUID[Compendium.pf2e.actionspf2e.Item.Delay] 1

Select this when your turn begins; take your turn later.

@UUID[Compendium.pf2e.actionspf2e.Item.Drop Prone] 1

move

Fall @UUID[Compendium.pf2e.conditionitems.Item.Prone].

@UUID[Compendium.pf2e.actionspf2e.Item.Dismiss] 1

concentrate

End an effect that states that you can dismiss it. Ends the entire effect unless noted otherwise.

@UUID[Compendium.pf2e.actionspf2e.Item.Fly] 1

move

Move up to your fly Speed. Moving upward counts as difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you're airborne at the end of your turn and didn't Fly this round, you fall.

@UUID[Compendium.pf2e.actionspf2e.Item.Grab an Edge] 1

manipulate

Try to catch something to stop a fall.

@UUID[Compendium.pf2e.actionspf2e.Item.Interact] 1

manipulate

Grab an object, open a door, draw an item, or do a similar action.

@UUID[Compendium.pf2e.actionspf2e.Item.Leap] 1

move

Jump horizontally 10 feet (15 feet if your Speed is 30 feet or more), or vertically 3 feet and horizontally 5 feet.

@UUID[Compendium.pf2e.actionspf2e.Item.Mount] 1

move

Get on an allied animal bigger than you to ride it.

@UUID[Compendium.pf2e.actionspf2e.Item.Point Out] 1

auditory

manipulate

visual

Reveal unobserved creature.

@UUID[Compendium.pf2e.actionspf2e.Item.Raise a Shield] 1

Put up a shield to get its bonus to AC.

@UUID[Compendium.pf2e.actionspf2e.Item.Release] F

manipulate

Release something you're holding without triggering reactions.

@UUID[Compendium.pf2e.actionspf2e.Item.Seek] 1

concentrate

secret

Scan an area for signs of creatures or objects using Perception.

@UUID[Compendium.pf2e.actionspf2e.Item.Sense Motive] 1

concentrate

secret

See if a creature is lying.

@UUID[Compendium.pf2e.actionspf2e.Item.Stand] 1

move

You stand up from @UUID[Compendium.pf2e.conditionitems.Item.Prone].

@UUID[Compendium.pf2e.actionspf2e.Item.Step] 1

move

Move 5 feet without triggering reactions.

@UUID[Compendium.pf2e.actionspf2e.Item.Stride] 1

move

Move up to your Speed.

@UUID[Compendium.pf2e.actionspf2e.Item.Strike] 1

attack

Attack with a weapon or unarmed attack.

@UUID[Compendium.pf2e.actionspf2e.Item.Sustain] 1

concentrate

Extend the duration of one effect that has a sustained duration or benefit when you sustain it. An extended duration lasts until the end of your next turn.

@UUID[Compendium.pf2e.actionspf2e.Item.Take Cover] 1

Gain cover, or get greater cover if you have cover.


Speaking

As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a Deception skill check to Lie, require spending actions and follow their own rules. All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.


Section: Playing the GamePathfinder Player Core pg. 416-419

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -74,18 +80,18 @@ }, { "_id": "z68vgV2XWhi1KYEP", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Terrain and Cover", "sort": 800000, "src": null, "system": {}, "text": { - "content": "

Terrain

Difficult TerrainEach square costs 5 extra feet of movement.
Greater Difficult TerrainEach square costs 10 extra feet of movement.
Hazardous TerrainMoving through hazardous terrain deals damage.
Narrow SurfaceOff-guard and must Balance to cross. When you're hit or fail a save, succeed at a Reflex save or fall.
Uneven GroundOff-guard and might need to Balance or fall prone. When you're hit or fail a save, succeed at a Reflex save or fall.
InclineYou need to Climb to ascend an incline. You're off-guard while Climbing.

Cover

Draw a line from the center of the attacker's space or burst to the center of the target's space.

Type of CoverBonusCan Hide
Lesser Cover+1 circumstance bonus to AC if line passes through creatures but no objects.No
Cover (Standard)+2 circumstance bonus to AC, Reflex saves against area effects, and Stealth checks to Hide or Sneak. You can use @UUID[Compendium.pf2e.actionspf2e.Item.Take Cover] to increase this to greater cover.Yes
Greater CoverAs cover, but a +4 bonus.Yes

Section: Playing the GamePathfinder Player Core pg. 423-424

", + "content": "

Terrain

Difficult Terrain

Each square costs 5 extra feet of movement.

Greater Difficult Terrain

Each square costs 10 extra feet of movement.

Hazardous Terrain

Moving through hazardous terrain deals damage.

Narrow Surface

Off-guard and must Balance to cross. When you're hit or fail a save, succeed at a Reflex save or fall.

Uneven Ground

Off-guard and might need to Balance or fall prone. When you're hit or fail a save, succeed at a Reflex save or fall.

Incline

You need to Climb to ascend an incline. You're off-guard while Climbing.

Cover

Draw a line from the center of the attacker's space or burst to the center of the target's space.

Type of Cover

Bonus

Can Hide

Lesser Cover

+1 circumstance bonus to AC if line passes through creatures but no objects.

No

Cover (Standard)

+2 circumstance bonus to AC, Reflex saves against area effects, and Stealth checks to Hide or Sneak. You can use @UUID[Compendium.pf2e.actionspf2e.Item.Take Cover] to increase this to greater cover.

Yes

Greater Cover

As cover, but a +4 bonus.

Yes


Section: Playing the GamePathfinder Player Core pg. 423-424

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -96,18 +102,18 @@ }, { "_id": "CfYcefv7nOP0H5H6", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Size and Reach", "sort": 700000, "src": null, "system": {}, "text": { - "content": "
SizeSpaceReach (Tall)Reach (Long)
TinyLess than 5 feet0 feet0 feet
Small5 feet5 feet5 feet
Medium5 feet5 feet5 feet
Large10 feet10 feet5 feet
Huge15 feet15 feet10 feet
Gargantuan20 feet or more20 feet15 feet

Section: Playing the GamePathfinder Player Core pg. 421

", + "content": "

Size

Space

Reach (Tall)

Reach (Long)

Tiny

Less than 5 feet

0 feet

0 feet

Small

5 feet

5 feet

5 feet

Medium

5 feet

5 feet

5 feet

Large

10 feet

10 feet

5 feet

Huge

15 feet

15 feet

10 feet

Gargantuan

20 feet or more

20 feet

15 feet


Section: Playing the GamePathfinder Player Core pg. 421

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -118,18 +124,18 @@ }, { "_id": "QnqlEgRJdEsrdM9q", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Falling", "sort": 450000, "src": null, "system": {}, "text": { - "content": "

When you fall more than 5 feet, take bludgeoning damage equal to half the distance you fell. If you take any damage, you land @UUID[Compendium.pf2e.conditionitems.Item.Prone]. If you fall into water or a soft substance, calculate damage as though the fall were 20 feet shorter, 30 if you intentionally dove in (up to the depth of the substance).

Falling on a Creature

If you land on a creature, that creature must attempt a @Check[reflex|dc:15] save. Intentionally aiming yourself to land on a creature after a long fall is almost impossible.


Critical Success The creature takes no damage.

Success The creature takes bludgeoning damage equal to one-quarter the falling damage you took.

Failure The creature takes bludgeoning damage equal to half the falling damage you took.

Critical Failure The creature takes the same amount of bludgeoning damage you took from the fall.

Falling Objects

A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal.


Section: Playing the GamePathfinder Player Core pg. 421

", + "content": "

When you fall more than 5 feet, take bludgeoning damage equal to half the distance you fell. If you take any damage, you land @UUID[Compendium.pf2e.conditionitems.Item.Prone]. If you fall into water or a soft substance, calculate damage as though the fall were 20 feet shorter, 30 if you intentionally dove in (up to the depth of the substance).

Falling on a Creature

If you land on a creature, that creature must attempt a @Check[reflex|dc:15] save. Intentionally aiming yourself to land on a creature after a long fall is almost impossible.


Critical Success The creature takes no damage.

Success The creature takes bludgeoning damage equal to one-quarter the falling damage you took.

Failure The creature takes bludgeoning damage equal to half the falling damage you took.

Critical Failure The creature takes the same amount of bludgeoning damage you took from the fall.

Falling Objects

A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal.


Section: Playing the GamePathfinder Player Core pg. 421

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -140,18 +146,18 @@ }, { "_id": "ga3hoHFR4l1dqEev", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Treat Wounds", "sort": 1000000, "src": null, "system": {}, "text": { - "content": "
ProficiencyDCSuccess HealingCritical Healing
Trained152d84d8
Expert*202d8+104d8+10
Master*302d8+304d8+30
Legendary*402d8+504d8+50

* Rolling against a higher DC is optional.


Section: Playing the GamePathfinder Player Core pg. 242

", + "content": "

Proficiency

DC

Success Healing

Critical Healing

Trained

15

2d8

4d8

Expert*

20

2d8+10

4d8+10

Master*

30

2d8+30

4d8+30

Legendary*

40

2d8+50

4d8+50

* Rolling against a higher DC is optional.


Section: Playing the GamePathfinder Player Core pg. 242

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -162,18 +168,18 @@ }, { "_id": "7sclmGmVRrNOjlNF", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Conditions", "sort": -700000, "src": null, "system": {}, "text": { - "content": "
@UUID[Compendium.pf2e.conditionitems.Item.Blinded]You can't see. All normal terrain is difficult terrain. You can't detect anything using vision. Automatically critically fail Perception checks that require you to see; if vision is your only precise sense, you take a –4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides @UUID[Compendium.pf2e.conditionitems.Item.Dazzled].
@UUID[Compendium.pf2e.conditionitems.Item.Broken]A broken object can't be used, nor does it grant bonuses. Broken armor grants its item bonus to AC, but gives a status penalty to AC (–1 light, –2 medium, –3 heavy). An effect that makes an item broken reduces the item's HP to its Broken Threshold.
@UUID[Compendium.pf2e.conditionitems.Item.Clumsy]Take a status penalty equal to your clumsy value on Dexterity-based checks and DCs, including AC, Reflex saves, ranged attacks, and skill checks using Acrobatics, Stealth, and Thievery.
@UUID[Compendium.pf2e.conditionitems.Item.Confused]You are @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard], don't treat anyone as your ally, and can't Delay, Ready, or use reactions. Use all your actions to Strike or cast offensive cantrips. The GM determines targets randomly. If you have no other option, target yourself, automatically hitting. If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions. Each time you take damage from an attack or spell, attempt a @Check[flat|dc:11] to end the condition.
@UUID[Compendium.pf2e.conditionitems.Item.Controlled]Your controller dictates how you act.
@UUID[Compendium.pf2e.conditionitems.Item.Dazzled]All creatures and objects are concealed from you.
@UUID[Compendium.pf2e.conditionitems.Item.Deafened]You can't hear. You automatically critically fail Perception checks that require hearing. Take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action that has the auditory trait, you must succeed at a @Check[flat|dc:5] or the action is lost. You are immune to auditory effects.
@UUID[Compendium.pf2e.conditionitems.Item.Drained]Take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. Lose Hit Points equal to your level times the drained value, and your maximum Hit Points are reduced by the same amount. When you regain Hit Points by resting for 8 hours, your drained value is reduced by 1, but you don't immediately recover the lost Hit Points.
@UUID[Compendium.pf2e.conditionitems.Item.Encumbered]You're @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} and take a –10-foot penalty to all your Speeds (minimum 5 feet).
@UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]Take a status penalty equal to your enfeebled value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
@UUID[Compendium.pf2e.conditionitems.Item.Fascinated]Take a –2 status penalty to Perception and skill checks, and you can't use actions with the concentrate trait unless they are related to the subject of your fascination. This condition ends if a creature takes hostile actions toward you or any of your allies.
@UUID[Compendium.pf2e.conditionitems.Item.Fatigued]Take a –1 status penalty to AC and saving throws. During exploration, you can't choose an exploration activity. Recover from fatigue after a full night's rest.
@UUID[Compendium.pf2e.conditionitems.Item.Fleeing]On your turn, spend each action trying to escape the source of the condition as expediently as possible. You can't Delay or Ready.
@UUID[Compendium.pf2e.conditionitems.Item.Frightened]Take a status penalty equal to the value to all checks and DCs. At the end of each of your turns, the value decreases by 1.
@UUID[Compendium.pf2e.conditionitems.Item.Grabbed]You're @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] and @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard]. If you attempt a manipulate action, you must succeed at a @Check[flat|dc:5] or it is lost.
@UUID[Compendium.pf2e.conditionitems.Item.Immobilized]You can't take any action with the move trait. If you're @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] by something holding you in place and an external force would move you, the force must succeed at a check against the DC of the effect holding you in place you or the relevant defense (usually Fortitude DC) of the creature holding you in place.
@UUID[Compendium.pf2e.conditionitems.Item.Off-Guard]Take a –2 circumstance penalty to AC.
@UUID[Compendium.pf2e.conditionitems.Item.Paralyzed]You're @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] and can't take actions except Recall Knowledge and others that require only your mind. You can't @UUID[Compendium.pf2e.actionspf2e.Item.Seek]
@UUID[Compendium.pf2e.conditionitems.Item.Persistent Damage]Instead of taking persistent damage immediately, take it at the end of each of your turns, rolling any damage dice each time. After you take persistent damage, roll a @Check[flat|dc:15] to see if you recover. If you succeed, the condition ends. You or an ally can help you recover, allowing an additional flat check. This usually takes 2 actions, and must be something that would reasonably help against the source of the damage. The GM can reduce the DC to 10, have the damage end automatically, or change the number of actions.
@UUID[Compendium.pf2e.conditionitems.Item.Petrified]You can't act, nor can you sense anything. You're an object with double your normal Bulk (typically 12 if Medium or 6 if Small), AC 9, Hardness 8, and the same current HP you had when alive.
@UUID[Compendium.pf2e.conditionitems.Item.Prone]You're @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] with a –2 circumstance penalty to attack rolls. The only move actions you can take are @UUID[Compendium.pf2e.actionspf2e.Item.Crawl] and Stand. Standing ends the @UUID[Compendium.pf2e.conditionitems.Item.Prone] condition. You can @UUID[Compendium.pf2e.actionspf2e.Item.Take Cover] while prone, gaining greater cover against ranged attacks (but remain off-guard).
@UUID[Compendium.pf2e.conditionitems.Item.Quickened]You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of additional actions you can use. Because quickened has its effect at the start of your turn, you don't gain actions immediately if you become quickened during your turn.
@UUID[Compendium.pf2e.conditionitems.Item.Restrained]You're tied up and can barely move, or a creature has you pinned. You are @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] and @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard], and you can't use any actions with the attack or manipulate traits except to attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Escape] or @UUID[Compendium.pf2e.actionspf2e.Item.Force Open] your bonds. Restrained overrides @UUID[Compendium.pf2e.conditionitems.Item.Grabbed].
@UUID[Compendium.pf2e.conditionitems.Item.Sickened]Take a status penalty equal to the value on all checks and DCs. You can't willingly ingest anything. You can spend an action retching to attempt a Fortitude save against the DC of the sickening effect. On a success, reduce the value by 1 (2 on a critical success).
@UUID[Compendium.pf2e.conditionitems.Item.Slowed]When you regain your actions at the start of your turn, reduce the number of actions by your slowed value. You don't lose actions immediately if slowed during your turn.
@UUID[Compendium.pf2e.conditionitems.Item.Stunned]You can't act. A stunned value indicates how many total actions you lose. Each time you regain actions, reduce the number by your stunned value, then reduce your stunned value by the number of actions lost. If stunned has a duration, lose all your actions for the listed duration. Stunned overrides slowed. Actions lost to stunned count toward those lost to slowed.
@UUID[Compendium.pf2e.conditionitems.Item.Stupefied]Take a status penalty equal to the value to checks and DCs based on Intelligence, Wisdom, or Charisma, including Will saves, spell attack rolls and DCs, and appropriate skill checks. If you Cast a Spell, it's disrupted unless you succeed at a flat check (DC = 5 + value).

Section: Conditions AppendixPathfinder Player Core pg. 442

", + "content": "

@UUID[Compendium.pf2e.conditionitems.Item.Blinded]

You can't see. All normal terrain is difficult terrain. You can't detect anything using vision. Automatically critically fail Perception checks that require you to see; if vision is your only precise sense, you take a –4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides @UUID[Compendium.pf2e.conditionitems.Item.Dazzled].

@UUID[Compendium.pf2e.conditionitems.Item.Broken]

A broken object can't be used, nor does it grant bonuses. Broken armor grants its item bonus to AC, but gives a status penalty to AC (–1 light, –2 medium, –3 heavy). An effect that makes an item broken reduces the item's HP to its Broken Threshold.

@UUID[Compendium.pf2e.conditionitems.Item.Clumsy]

Take a status penalty equal to your clumsy value on Dexterity-based checks and DCs, including AC, Reflex saves, ranged attacks, and skill checks using Acrobatics, Stealth, and Thievery.

@UUID[Compendium.pf2e.conditionitems.Item.Confused]

You are @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard], don't treat anyone as your ally, and can't Delay, Ready, or use reactions. Use all your actions to Strike or cast offensive cantrips. The GM determines targets randomly. If you have no other option, target yourself, automatically hitting. If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions. Each time you take damage from an attack or spell, attempt a @Check[flat|dc:11] to end the condition.

@UUID[Compendium.pf2e.conditionitems.Item.Controlled]

Your controller dictates how you act.

@UUID[Compendium.pf2e.conditionitems.Item.Dazzled]

All creatures and objects are concealed from you.

@UUID[Compendium.pf2e.conditionitems.Item.Deafened]

You can't hear. You automatically critically fail Perception checks that require hearing. Take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action that has the auditory trait, you must succeed at a @Check[flat|dc:5] or the action is lost. You are immune to auditory effects.

@UUID[Compendium.pf2e.conditionitems.Item.Drained]

Take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. Lose Hit Points equal to your level times the drained value, and your maximum Hit Points are reduced by the same amount. When you regain Hit Points by resting for 8 hours, your drained value is reduced by 1, but you don't immediately recover the lost Hit Points.

@UUID[Compendium.pf2e.conditionitems.Item.Encumbered]

You're @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} and take a –10-foot penalty to all your Speeds (minimum 5 feet).

@UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]

Take a status penalty equal to your enfeebled value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.

@UUID[Compendium.pf2e.conditionitems.Item.Fascinated]

Take a –2 status penalty to Perception and skill checks, and you can't use actions with the concentrate trait unless they are related to the subject of your fascination. This condition ends if a creature takes hostile actions toward you or any of your allies.

@UUID[Compendium.pf2e.conditionitems.Item.Fatigued]

Take a –1 status penalty to AC and saving throws. During exploration, you can't choose an exploration activity. Recover from fatigue after a full night's rest.

@UUID[Compendium.pf2e.conditionitems.Item.Fleeing]

On your turn, spend each action trying to escape the source of the condition as expediently as possible. You can't Delay or Ready.

@UUID[Compendium.pf2e.conditionitems.Item.Frightened]

Take a status penalty equal to the value to all checks and DCs. At the end of each of your turns, the value decreases by 1.

@UUID[Compendium.pf2e.conditionitems.Item.Grabbed]

You're @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] and @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard]. If you attempt a manipulate action, you must succeed at a @Check[flat|dc:5] or it is lost.

@UUID[Compendium.pf2e.conditionitems.Item.Immobilized]

You can't take any action with the move trait. If you're @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] by something holding you in place and an external force would move you, the force must succeed at a check against the DC of the effect holding you in place you or the relevant defense (usually Fortitude DC) of the creature holding you in place.

@UUID[Compendium.pf2e.conditionitems.Item.Off-Guard]

Take a –2 circumstance penalty to AC.

@UUID[Compendium.pf2e.conditionitems.Item.Paralyzed]

You're @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] and can't take actions except Recall Knowledge and others that require only your mind. You can't @UUID[Compendium.pf2e.actionspf2e.Item.Seek]

@UUID[Compendium.pf2e.conditionitems.Item.Persistent Damage]

Instead of taking persistent damage immediately, take it at the end of each of your turns, rolling any damage dice each time. After you take persistent damage, roll a @Check[flat|dc:15] to see if you recover. If you succeed, the condition ends. You or an ally can help you recover, allowing an additional flat check. This usually takes 2 actions, and must be something that would reasonably help against the source of the damage. The GM can reduce the DC to 10, have the damage end automatically, or change the number of actions.

@UUID[Compendium.pf2e.conditionitems.Item.Petrified]

You can't act, nor can you sense anything. You're an object with double your normal Bulk (typically 12 if Medium or 6 if Small), AC 9, Hardness 8, and the same current HP you had when alive.

@UUID[Compendium.pf2e.conditionitems.Item.Prone]

You're @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] with a –2 circumstance penalty to attack rolls. The only move actions you can take are @UUID[Compendium.pf2e.actionspf2e.Item.Crawl] and Stand. Standing ends the @UUID[Compendium.pf2e.conditionitems.Item.Prone] condition. You can @UUID[Compendium.pf2e.actionspf2e.Item.Take Cover] while prone, gaining greater cover against ranged attacks (but remain off-guard).

@UUID[Compendium.pf2e.conditionitems.Item.Quickened]

You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of additional actions you can use. Because quickened has its effect at the start of your turn, you don't gain actions immediately if you become quickened during your turn.

@UUID[Compendium.pf2e.conditionitems.Item.Restrained]

You're tied up and can barely move, or a creature has you pinned. You are @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] and @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard], and you can't use any actions with the attack or manipulate traits except to attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Escape] or @UUID[Compendium.pf2e.actionspf2e.Item.Force Open] your bonds. Restrained overrides @UUID[Compendium.pf2e.conditionitems.Item.Grabbed].

@UUID[Compendium.pf2e.conditionitems.Item.Sickened]

Take a status penalty equal to the value on all checks and DCs. You can't willingly ingest anything. You can spend an action retching to attempt a Fortitude save against the DC of the sickening effect. On a success, reduce the value by 1 (2 on a critical success).

@UUID[Compendium.pf2e.conditionitems.Item.Slowed]

When you regain your actions at the start of your turn, reduce the number of actions by your slowed value. You don't lose actions immediately if slowed during your turn.

@UUID[Compendium.pf2e.conditionitems.Item.Stunned]

You can't act. A stunned value indicates how many total actions you lose. Each time you regain actions, reduce the number by your stunned value, then reduce your stunned value by the number of actions lost. If stunned has a duration, lose all your actions for the listed duration. Stunned overrides slowed. Actions lost to stunned count toward those lost to slowed.

@UUID[Compendium.pf2e.conditionitems.Item.Stupefied]

Take a status penalty equal to the value to checks and DCs based on Intelligence, Wisdom, or Charisma, including Will saves, spell attack rolls and DCs, and appropriate skill checks. If you Cast a Spell, it's disrupted unless you succeed at a flat check (DC = 5 + value).


Section: Conditions AppendixPathfinder Player Core pg. 442

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -184,18 +190,18 @@ }, { "_id": "E4Q7EiSG18sIvFwg", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Counteracting", "sort": 1200000, "src": null, "system": {}, "text": { - "content": "

Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect disrupts it, preventing it from having any effect, unless noted otherwise.

When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting attribute modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks.

What you can counteract depends on the check result and the target's counteract rank. If an effect is a spell, its rank is the counteract rank. Otherwise, halve its level and round up to determine its counteract rank (minimum counteract rank 0). If an effect's level is unclear and it came from a creature, halve and round up the creature's level.

Critical Success Counteract the target if its counteract rank is no more than 3 higher than your effect's counteract rank.

Success Counteract the target if its counteract rank is no more than 1 higher than your effect's counteract rank.

 Failure Counteract the target if its counteract rank is lower than your effect's counteract rank.

 Critical Failure You fail to counteract the target.

Counteract Table

Counteract RankFailureSuccessCritical Success
01 (1 to 2)3 (5 to 6)
10 (-1 to 0)2 (3 to 4)4 (7 to 8)
21 (1 to 2)3 (5 to 6)5 (9 to 10)
32 (3 to 4)4 (7 to 8)6 (11 to 12)
43 (5 to 6)5 (9 to 10)7 (13 to 14)
54 (7 to 8)6 (11 to 12)8 (15 to 16)
65 (9 to 10)7 (13 to 14)9 (17 to 18)
76 (11 to 12)8 (15 to 16)10 (19 to 20)
87 (13 to 14)9 (17 to 18)11 (21 to 22)
98 (15 to 16)10 (19 to 20)12 (23 to 24)
109 (17 to 18)11 (21 to 22)13 (25 to 26)

The first number in each column is the counteract rank at which you can counteract an effect based on your degree of success. The numbers in parentheses are the typical level range corresponding to that rank.


Section: Playing the GamePathfinder Player Core pg. 431

", + "content": "

Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect disrupts it, preventing it from having any effect, unless noted otherwise.

When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting attribute modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks.

What you can counteract depends on the check result and the target's counteract rank. If an effect is a spell, its rank is the counteract rank. Otherwise, halve its level and round up to determine its counteract rank (minimum counteract rank 0). If an effect's level is unclear and it came from a creature, halve and round up the creature's level.

Critical Success Counteract the target if its counteract rank is no more than 3 higher than your effect's counteract rank.

Success Counteract the target if its counteract rank is no more than 1 higher than your effect's counteract rank.

 Failure Counteract the target if its counteract rank is lower than your effect's counteract rank.

 Critical Failure You fail to counteract the target.

Counteract Table

Counteract Rank

Failure

Success

Critical Success

0

1 (1 to 2)

3 (5 to 6)

1

0 (-1 to 0)

2 (3 to 4)

4 (7 to 8)

2

1 (1 to 2)

3 (5 to 6)

5 (9 to 10)

3

2 (3 to 4)

4 (7 to 8)

6 (11 to 12)

4

3 (5 to 6)

5 (9 to 10)

7 (13 to 14)

5

4 (7 to 8)

6 (11 to 12)

8 (15 to 16)

6

5 (9 to 10)

7 (13 to 14)

9 (17 to 18)

7

6 (11 to 12)

8 (15 to 16)

10 (19 to 20)

8

7 (13 to 14)

9 (17 to 18)

11 (21 to 22)

9

8 (15 to 16)

10 (19 to 20)

12 (23 to 24)

10

9 (17 to 18)

11 (21 to 22)

13 (25 to 26)

The first number in each column is the counteract rank at which you can counteract an effect based on your degree of success. The numbers in parentheses are the typical level range corresponding to that rank.


Section: Playing the GamePathfinder Player Core pg. 431

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -206,18 +212,18 @@ }, { "_id": "pW3Q267nqiRu4h38", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Light", "sort": 1300000, "src": null, "system": {}, "text": { - "content": "
Levels of LightDescription
Bright LightIn bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better.
Dim LightAreas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the @UUID[Compendium.pf2e.conditionitems.Item.Concealed] condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.
DarknessA creature or object within darkness is @UUID[Compendium.pf2e.conditionitems.Item.Hidden] or undetected unless the seeker has darkvision or a precise sense other than vision. A creature without darkvision or another means of perceiving in darkness has the @UUID[Compendium.pf2e.conditionitems.Item.Blinded] condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for a short time, as determined by the GM.

Section: Playing the GamePathfinder Player Core pg. 432

", + "content": "

Levels of Light

Description

Bright Light

In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better.

Dim Light

Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the @UUID[Compendium.pf2e.conditionitems.Item.Concealed] condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision.

Darkness

A creature or object within darkness is @UUID[Compendium.pf2e.conditionitems.Item.Hidden] or undetected unless the seeker has darkvision or a precise sense other than vision. A creature without darkvision or another means of perceiving in darkness has the @UUID[Compendium.pf2e.conditionitems.Item.Blinded] condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for a short time, as determined by the GM.

Section: Playing the GamePathfinder Player Core pg. 432

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -228,7 +234,7 @@ }, { "_id": "q2chuQ4Am5puc9Cc", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Senses", "sort": 1400000, @@ -239,7 +245,7 @@ "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -250,18 +256,18 @@ }, { "_id": "qGZwh7wge4Z5iR0a", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Detecting Creatures", "sort": 1500000, "src": null, "system": {}, "text": { - "content": "
@UUID[Compendium.pf2e.conditionitems.Item.Observed]A creature you're observed by knows where you are and can target you normally.
@UUID[Compendium.pf2e.conditionitems.Item.Concealed]A creature that you're concealed from must succeed at a @Check[flat|dc:5] when targeting you with a non-area effect.
@UUID[Compendium.pf2e.conditionitems.Item.Hidden]A creature you're hidden from knows the space you're in. It is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] to you, and must succeed at a @Check[flat|dc:11] to affect you. You can Hide to become hidden, and @UUID[Compendium.pf2e.actionspf2e.Item.Seek] to find hidden creatures.
@UUID[Compendium.pf2e.conditionitems.Item.Undetected]When you are undetected by a creature, it's @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] to you, can't see you, has no idea what space you occupy, and can't target you. It can try to guess your square by picking a square and attempting an attack. This works like targeting a @UUID[Compendium.pf2e.conditionitems.Item.Hidden] creature, but the flat check and attack roll are rolled in secret by the GM.
@UUID[Compendium.pf2e.conditionitems.Item.Unnoticed]A creature you're unnoticed by is unaware of your presence.
@UUID[Compendium.pf2e.conditionitems.Item.Invisible]You're undetected by everyone. You can't become observed while invisible except via special abilities or magic.

Section: Playing the GamePathfinder Player Core pg. 434

", + "content": "

@UUID[Compendium.pf2e.conditionitems.Item.Observed]

A creature you're observed by knows where you are and can target you normally.

@UUID[Compendium.pf2e.conditionitems.Item.Concealed]

A creature that you're concealed from must succeed at a @Check[flat|dc:5] when targeting you with a non-area effect.

@UUID[Compendium.pf2e.conditionitems.Item.Hidden]

A creature you're hidden from knows the space you're in. It is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] to you, and must succeed at a @Check[flat|dc:11] to affect you. You can Hide to become hidden, and @UUID[Compendium.pf2e.actionspf2e.Item.Seek] to find hidden creatures.

@UUID[Compendium.pf2e.conditionitems.Item.Undetected]

When you are undetected by a creature, it's @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] to you, can't see you, has no idea what space you occupy, and can't target you. It can try to guess your square by picking a square and attempting an attack. This works like targeting a @UUID[Compendium.pf2e.conditionitems.Item.Hidden] creature, but the flat check and attack roll are rolled in secret by the GM.

@UUID[Compendium.pf2e.conditionitems.Item.Unnoticed]

A creature you're unnoticed by is unaware of your presence.

@UUID[Compendium.pf2e.conditionitems.Item.Invisible]

You're undetected by everyone. You can't become observed while invisible except via special abilities or magic.

Section: Playing the GamePathfinder Player Core pg. 434

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -272,7 +278,7 @@ }, { "_id": "lq9onil5mhl9UGQT", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Detecting and Stealth with Other Senses", "sort": 1600000, @@ -283,7 +289,7 @@ "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -294,18 +300,18 @@ }, { "_id": "DUOb8QrlC5t0adkL", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Travel Speed", "sort": 1700000, "src": null, "system": {}, "text": { - "content": "
SpeedFeet per MinuteMiles per HourMiles per Day
10 feet10018
15 feet1501-1/212
20 feet200216
25 feet2502-1/220
30 feet300324
35 feet3503-1/228
40 feet400432
50 feet500540
60 feet600648

Section: Playing the GamePathfinder Player Core pg. 438

", + "content": "

Speed

Feet per Minute

Miles per Hour

Miles per Day

10 feet

100

1

8

15 feet

150

1-1/2

12

20 feet

200

2

16

25 feet

250

2-1/2

20

30 feet

300

3

24

35 feet

350

3-1/2

28

40 feet

400

4

32

50 feet

500

5

40

60 feet

600

6

48

Section: Playing the GamePathfinder Player Core pg. 438

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -316,18 +322,18 @@ }, { "_id": "qbFZJybp6aFvj1VR", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Exploration Activities", "sort": 1800000, "src": null, "system": {}, "text": { - "content": "

You must move at half speed to use any of these but Hustle.

@UUID[Compendium.pf2e.actionspf2e.Item.Avoid Notice]Use Stealth to avoid being noticed.
@UUID[Compendium.pf2e.actionspf2e.Item.Defend]Raise a Shield before your first turn begins.
@UUID[Compendium.pf2e.actionspf2e.Item.Detect Magic]

concentrate

Detect magic at regular intervals.
@UUID[Compendium.pf2e.actionspf2e.Item.Follow the Expert]

auditory

concentration

visual

Gain bonus with a skill from an expert ally. Add your level if untrained, and get +2 circumstance bonus (+3 if ally is master, +4 if ally is legendary).
@UUID[Compendium.pf2e.actionspf2e.Item.Hustle]

move

Move at double Speed for up to Con x 10 minutes.
@UUID[Compendium.pf2e.actionspf2e.Item.Investigate]

concentrate

Use Recall Knowledge to discover clues.
@UUID[Compendium.pf2e.actionspf2e.Item.Repeat a Spell]

concentrate

Repeatedly cast the same spell, or continue Activation or Sustain a Spell.
@UUID[Compendium.pf2e.actionspf2e.Item.Scout]

concentrate

Party members get +1 circumstance bonus to their initiative rolls.
@UUID[Compendium.pf2e.actionspf2e.Item.Search]

concentrate

Seek for hidden doors and hazards.
@UUID[Compendium.pf2e.actionspf2e.Item.Sustain an Effect]

concentrate

Sustain an effect that can be sustained.

Section: Playing the GamePathfinder Player Core pg. 438

", + "content": "

You must move at half speed to use any of these but Hustle.

\n

@UUID[Compendium.pf2e.actionspf2e.Item.Avoid Notice]

Use Stealth to avoid being noticed.

@UUID[Compendium.pf2e.actionspf2e.Item.Defend]

Raise a Shield before your first turn begins.

@UUID[Compendium.pf2e.actionspf2e.Item.Detect Magic]

concentrate

Detect magic at regular intervals.

@UUID[Compendium.pf2e.actionspf2e.Item.Follow the Expert]

auditory

concentration

visual

Gain bonus with a skill from an expert ally. Add your level if untrained, and get +2 circumstance bonus (+3 if ally is master, +4 if ally is legendary).

@UUID[Compendium.pf2e.actionspf2e.Item.Hustle]

move

Move at double Speed for up to Con x 10 minutes.

@UUID[Compendium.pf2e.actionspf2e.Item.Investigate]

concentrate

Use Recall Knowledge to discover clues.

@UUID[Compendium.pf2e.actionspf2e.Item.Repeat a Spell]

concentrate

Repeatedly cast the same spell, or continue Activation or Sustain a Spell.

@UUID[Compendium.pf2e.actionspf2e.Item.Scout]

concentrate

Party members get +1 circumstance bonus to their initiative rolls.

@UUID[Compendium.pf2e.actionspf2e.Item.Search]

concentrate

Seek for hidden doors and hazards.

@UUID[Compendium.pf2e.actionspf2e.Item.Sustain an Effect]

concentrate

Sustain an effect that can be sustained.

\n

Section: Playing the GamePathfinder Player Core pg. 438

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -338,18 +344,18 @@ }, { "_id": "nhYDtKvrdKi55HU2", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Skill Actions", "sort": 1900000, "src": null, "system": {}, "text": { - "content": "
SkillKey AttributeUntrained ActionsTrained Actions
AcrobaticsDexterity

@UUID[Compendium.pf2e.actionspf2e.Item.Balance] A

@UUID[Compendium.pf2e.actionspf2e.Item.Tumble Through] A

@UUID[Compendium.pf2e.actionspf2e.Item.Maneuver in Flight] A

@UUID[Compendium.pf2e.actionspf2e.Item.Squeeze] E

ArcanaIntelligence

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Borrow an Arcane Spell] E

@UUID[Compendium.pf2e.actionspf2e.Item.Decipher Writing] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Identify Magic] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Learn a Spell] E, G

AthleticsStrength

@UUID[Compendium.pf2e.actionspf2e.Item.Climb] A

@UUID[Compendium.pf2e.actionspf2e.Item.Force Open] A

@UUID[Compendium.pf2e.actionspf2e.Item.Grapple] A

@UUID[Compendium.pf2e.actionspf2e.Item.High Jump] 2

@UUID[Compendium.pf2e.actionspf2e.Item.Long Jump] 2

@UUID[Compendium.pf2e.actionspf2e.Item.Reposition] A

@UUID[Compendium.pf2e.actionspf2e.Item.Shove] A

@UUID[Compendium.pf2e.actionspf2e.Item.Swim] A

@UUID[Compendium.pf2e.actionspf2e.Item.Trip] A

@UUID[Compendium.pf2e.actionspf2e.Item.Disarm] A

CraftingIntelligence

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Repair]

@UUID[Compendium.pf2e.actionspf2e.Item.Craft] D

@UUID[Compendium.pf2e.actionspf2e.Item.Earn Income] D, G

@UUID[Compendium.pf2e.actionspf2e.Item.Identify Alchemy] E

DeceptionCharisma

@UUID[Compendium.pf2e.actionspf2e.Item.Create a Diversion] A

@UUID[Compendium.pf2e.actionspf2e.Item.Impersonate] E

@UUID[Compendium.pf2e.actionspf2e.Item.Lie]

@UUID[Compendium.pf2e.actionspf2e.Item.Feint] A

DiplomacyCharisma

@UUID[Compendium.pf2e.actionspf2e.Item.Gather Information] E

@UUID[Compendium.pf2e.actionspf2e.Item.Make an Impression] E

@UUID[Compendium.pf2e.actionspf2e.Item.Request] A

IntimidationCharisma

@UUID[Compendium.pf2e.actionspf2e.Item.Coerce] E

@UUID[Compendium.pf2e.actionspf2e.Item.Demoralize] A

LoreIntelligence

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Earn Income] D, G

MedicineWisdom

@UUID[Compendium.pf2e.actionspf2e.Item.Administer First Aid] 2

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Treat Disease] D

@UUID[Compendium.pf2e.actionspf2e.Item.Treat Poison] A

@UUID[Compendium.pf2e.actionspf2e.Item.Treat Wounds] E

NatureWisdom

@UUID[Compendium.pf2e.actionspf2e.Item.Command an Animal] A

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Identify Magic] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Learn a Spell] E, G

OccultismIntelligence

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Borrow an Arcane Spell] E

@UUID[Compendium.pf2e.actionspf2e.Item.Decipher Writing] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Identify Magic] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Learn a Spell] E, G

PerformanceCharisma

@UUID[Compendium.pf2e.actionspf2e.Item.Perform] A

@UUID[Compendium.pf2e.actionspf2e.Item.Earn Income] D, G

ReligionWisdom

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Borrow an Arcane Spell] E

@UUID[Compendium.pf2e.actionspf2e.Item.Decipher Writing] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Identify Magic] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Learn a Spell] E, G

SocietyIntelligence

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Subsist] D, G

@UUID[Compendium.pf2e.actionspf2e.Item.Create Forgery] D

@UUID[Compendium.pf2e.actionspf2e.Item.Decipher Writing] E, G

StealthDexterity

@UUID[Compendium.pf2e.actionspf2e.Item.Conceal an Object] A

@UUID[Compendium.pf2e.actionspf2e.Item.Hide] A

@UUID[Compendium.pf2e.actionspf2e.Item.Sneak] A

SurvivalWisdom

@UUID[Compendium.pf2e.actionspf2e.Item.Sense Direction] E

@UUID[Compendium.pf2e.actionspf2e.Item.Subsist] D, G

@UUID[Compendium.pf2e.actionspf2e.Item.Cover Tracks] E

@UUID[Compendium.pf2e.actionspf2e.Item.Track] E

ThieveryDexterity

@UUID[Compendium.pf2e.actionspf2e.Item.Palm an Object] A

@UUID[Compendium.pf2e.actionspf2e.Item.Steal] A

@UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] 2

@UUID[Compendium.pf2e.actionspf2e.Item.Pick a Lock] 2

D This skill action is used during downtime.

E This skill action is used during exploration.

G This is a general skill action, with a description appearing on the listed page number instead of in the skill's entry.

Section: Playing the GamePathfinder Player Core pg. 227

", + "content": "

Skill

Key Attribute

Untrained Actions

Trained Actions

Acrobatics

Dexterity

@UUID[Compendium.pf2e.actionspf2e.Item.Balance] A

@UUID[Compendium.pf2e.actionspf2e.Item.Tumble Through] A

@UUID[Compendium.pf2e.actionspf2e.Item.Maneuver in Flight] A

@UUID[Compendium.pf2e.actionspf2e.Item.Squeeze] E

Arcana

Intelligence

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Borrow an Arcane Spell] E

@UUID[Compendium.pf2e.actionspf2e.Item.Decipher Writing] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Identify Magic] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Learn a Spell] E, G

Athletics

Strength

@UUID[Compendium.pf2e.actionspf2e.Item.Climb] A

@UUID[Compendium.pf2e.actionspf2e.Item.Force Open] A

@UUID[Compendium.pf2e.actionspf2e.Item.Grapple] A

@UUID[Compendium.pf2e.actionspf2e.Item.High Jump] 2

@UUID[Compendium.pf2e.actionspf2e.Item.Long Jump] 2

@UUID[Compendium.pf2e.actionspf2e.Item.Reposition] A

@UUID[Compendium.pf2e.actionspf2e.Item.Shove] A

@UUID[Compendium.pf2e.actionspf2e.Item.Swim] A

@UUID[Compendium.pf2e.actionspf2e.Item.Trip] A

@UUID[Compendium.pf2e.actionspf2e.Item.Disarm] A

Crafting

Intelligence

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Repair]

@UUID[Compendium.pf2e.actionspf2e.Item.Craft] D

@UUID[Compendium.pf2e.actionspf2e.Item.Earn Income] D, G

@UUID[Compendium.pf2e.actionspf2e.Item.Identify Alchemy] E

Deception

Charisma

@UUID[Compendium.pf2e.actionspf2e.Item.Create a Diversion] A

@UUID[Compendium.pf2e.actionspf2e.Item.Impersonate] E

@UUID[Compendium.pf2e.actionspf2e.Item.Lie]

@UUID[Compendium.pf2e.actionspf2e.Item.Feint] A

Diplomacy

Charisma

@UUID[Compendium.pf2e.actionspf2e.Item.Gather Information] E

@UUID[Compendium.pf2e.actionspf2e.Item.Make an Impression] E

@UUID[Compendium.pf2e.actionspf2e.Item.Request] A

Intimidation

Charisma

@UUID[Compendium.pf2e.actionspf2e.Item.Coerce] E

@UUID[Compendium.pf2e.actionspf2e.Item.Demoralize] A

Lore

Intelligence

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Earn Income] D, G

Medicine

Wisdom

@UUID[Compendium.pf2e.actionspf2e.Item.Administer First Aid] 2

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Treat Disease] D

@UUID[Compendium.pf2e.actionspf2e.Item.Treat Poison] A

@UUID[Compendium.pf2e.actionspf2e.Item.Treat Wounds] E

Nature

Wisdom

@UUID[Compendium.pf2e.actionspf2e.Item.Command an Animal] A

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Identify Magic] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Learn a Spell] E, G

Occultism

Intelligence

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Borrow an Arcane Spell] E

@UUID[Compendium.pf2e.actionspf2e.Item.Decipher Writing] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Identify Magic] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Learn a Spell] E, G

Performance

Charisma

@UUID[Compendium.pf2e.actionspf2e.Item.Perform] A

@UUID[Compendium.pf2e.actionspf2e.Item.Earn Income] D, G

Religion

Wisdom

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Borrow an Arcane Spell] E

@UUID[Compendium.pf2e.actionspf2e.Item.Decipher Writing] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Identify Magic] E, G

@UUID[Compendium.pf2e.actionspf2e.Item.Learn a Spell] E, G

Society

Intelligence

@UUID[Compendium.pf2e.actionspf2e.Item.Recall Knowledge] A G

@UUID[Compendium.pf2e.actionspf2e.Item.Subsist] D, G

@UUID[Compendium.pf2e.actionspf2e.Item.Create Forgery] D

@UUID[Compendium.pf2e.actionspf2e.Item.Decipher Writing] E, G

Stealth

Dexterity

@UUID[Compendium.pf2e.actionspf2e.Item.Conceal an Object] A

@UUID[Compendium.pf2e.actionspf2e.Item.Hide] A

@UUID[Compendium.pf2e.actionspf2e.Item.Sneak] A

Survival

Wisdom

@UUID[Compendium.pf2e.actionspf2e.Item.Sense Direction] E

@UUID[Compendium.pf2e.actionspf2e.Item.Subsist] D, G

@UUID[Compendium.pf2e.actionspf2e.Item.Cover Tracks] E

@UUID[Compendium.pf2e.actionspf2e.Item.Track] E

Thievery

Dexterity

@UUID[Compendium.pf2e.actionspf2e.Item.Palm an Object] A

@UUID[Compendium.pf2e.actionspf2e.Item.Steal] A

@UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] 2

@UUID[Compendium.pf2e.actionspf2e.Item.Pick a Lock] 2

D This skill action is used during downtime.

E This skill action is used during exploration.

G This is a general skill action, with a description appearing on the listed page number instead of in the skill's entry.

Section: Playing the GamePathfinder Player Core pg. 227

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -360,7 +366,7 @@ }, { "_id": "5BusDmtal9AuGPL9", - "category": null, + "category": "fPlT3IX0WJt1wXG6", "image": {}, "name": "GM Screen", "sort": -1100000, @@ -382,18 +388,18 @@ }, { "_id": "KCtjphOgwTWcfBks", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Bulk and Encumbered", "sort": 1925000, "src": null, "system": {}, "text": { - "content": "

Bulk

Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength modifier, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.

Size of CreatureBulk
Tiny1
Small3
Medium6
Large12
Huge24
Gargantuan48

Bulk Conversions for Different Sizes

As shown in the table below, Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesn't treat any items as having negligible Bulk.

Creature Size

Bulk Limit

Treats as Light

Treats as Negligible

Tiny

Half

-

none

Small or Med.

Standard

L

-

Large

x2

1 Bulk

L

Huge

x4

2 Bulk

1 Bulk

Gargantuan

x8

4 Bulk

2 Bulk

Encumbered

You are carrying more weight than you can manage. While you're encumbered, you're @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet.

Section: Playing the GamePathfinder Player Core pg. 269-270

", + "content": "

Bulk

Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength modifier, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.

Size of Creature

Bulk

Tiny

1

Small

3

Medium

6

Large

12

Huge

24

Gargantuan

48

Bulk Conversions for Different Sizes

As shown in the table below, Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesn't treat any items as having negligible Bulk.

Creature Size

Bulk Limit

Treats as Light

Treats as Negligible

Tiny

Half

-

none

Small or Med.

Standard

L

-

Large

x2

1 Bulk

L

Huge

x4

2 Bulk

1 Bulk

Gargantuan

x8

4 Bulk

2 Bulk

Encumbered

You are carrying more weight than you can manage. While you're encumbered, you're @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet.

Section: Playing the GamePathfinder Player Core pg. 269-270

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -404,18 +410,18 @@ }, { "_id": "4hahgIx6iZfRMpT8", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Simple DCs", "sort": 2100000, "src": null, "system": {}, "text": { - "content": "
RankDC
Untrained10
Trained15
Expert20
Master30
Legendary40

Section: Running the GamePathfinder GM Core pg. 53

", + "content": "

Rank

DC

Untrained

10

Trained

15

Expert

20

Master

30

Legendary

40

Section: Running the GamePathfinder GM Core pg. 53

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -426,18 +432,18 @@ }, { "_id": "pBS3DUjlzVuFgapv", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "DCs by Level", "sort": 2200000, "src": null, "system": {}, "text": { - "content": "
LevelDCLevelDC
0141331
1151432
2161534
3181635
4191736
5201838
6221939
7232040
8242142
9262244
10272346
11282448
12302550

Spell Rank*DC
1st15
2nd18
3rd20
4th23
5th26
6th28
7th31
8th34
9th36
10th39
* If a spell is uncommon or rare, adjust its difficulty accordingly.

Section: Running the Game Pathfinder GM Core pg. 53

", + "content": "

Level

DC

Level

DC

0

14

13

31

1

15

14

32

2

16

15

34

3

18

16

35

4

19

17

36

5

20

18

38

6

22

19

39

7

23

20

40

8

24

21

42

9

26

22

44

10

27

23

46

11

28

24

48

12

30

25

50

Spell Rank*

DC

1st

15

2nd

18

3rd

20

4th

23

5th

26

6th

28

7th

31

8th

34

9th

36

10th

39

* If a spell is uncommon or rare, adjust its difficulty accordingly.

Section: Running the Game Pathfinder GM Core pg. 53

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -448,7 +454,7 @@ }, { "_id": "iufSTIPL6F63UTCv", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Hero Points", "sort": 1950000, @@ -459,7 +465,7 @@ "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -470,18 +476,18 @@ }, { "_id": "7zHsWW9q6YqiMIwy", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "DC Adjustments", "sort": 2300000, "src": null, "system": {}, "text": { - "content": "
DifficultyAdjustmentRarity
Incredibly easy—10
Very easy—5
Easy—2
Hard+2Uncommon
Very hard+5Rare
Incredibly hard+10Unique

Section: Running the Game Pathfinder GM Core pg. 53

", + "content": "

Difficulty

Adjustment

Rarity

Incredibly easy

—10

Very easy

—5

Easy

—2

Hard

+2

Uncommon

Very hard

+5

Rare

Incredibly hard

+10

Unique

Section: Running the Game Pathfinder GM Core pg. 53

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -492,7 +498,7 @@ }, { "_id": "sXpFBQMoDx0PpUew", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Specific Skill DCs", "sort": 2400000, @@ -503,7 +509,7 @@ "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -514,18 +520,18 @@ }, { "_id": "oEyx39yADr2OjfTz", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Creature Identification", "sort": 2500000, "src": null, "system": {}, "text": { - "content": "

Use the creature's level, adjusted for rarity and fame. Success recalls a well-known attribute; critical success adds something more subtle.

Creature TraitSkills
AberrationOccultism
AnimalNature
AstralOccultism
BeastArcana, Nature
CelestialReligion
ConstructArcana, Crafting
DragonArcana
ElementalArcana, Nature
EtherealOccultism
FeyNature
FiendReligion
FungusNature
HumanoidSociety
MonitorReligion
OozeOccultism
PlantNature
ShadeReligion
SpiritOccultism
UndeadReligion

Section: Running the GamePathfinder GM Core pg. 54

", + "content": "

Use the creature's level, adjusted for rarity and fame. Success recalls a well-known attribute; critical success adds something more subtle.

Creature Trait

Skills

Aberration

Occultism

Animal

Nature

Astral

Occultism

Beast

Arcana, Nature

Celestial

Religion

Construct

Arcana, Crafting

Dragon

Arcana

Elemental

Arcana, Nature

Ethereal

Occultism

Fey

Nature

Fiend

Religion

Fungus

Nature

Humanoid

Society

Monitor

Religion

Ooze

Occultism

Plant

Nature

Shade

Religion

Spirit

Occultism

Undead

Religion

Section: Running the GamePathfinder GM Core pg. 54

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -536,18 +542,18 @@ }, { "_id": "oKTxJegLqJezOVEe", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Environmental Damage", "sort": 2550000, "src": null, "system": {}, "text": { - "content": "
CategoryDamage
Minor1d6-2d6
Moderate4d6-6d6
Major8d6-12d6
Massive18d6-24d6

Section: Running the GamePathfinder GM Core pg. 90

", + "content": "

Category

Damage

Minor

1d6-2d6

Moderate

4d6-6d6

Major

8d6-12d6

Massive

18d6-24d6

Section: Running the GamePathfinder GM Core pg. 90

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -558,18 +564,18 @@ }, { "_id": "HM9LqMsbqeRGhKo5", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Structures and Force Open DCs", "sort": 2700000, "src": null, "system": {}, "text": { - "content": "

Structures

DoorClimb DCHardnessHP(BT)
Wood201040(20)
Stone301456(28)
Reinforced wood151560(30)
Iron301872(36)
WallClimb DCHardnessHP(BT)
Crumbling masonry151040(20)
Wooden slats151040(20)
Masonry201456(28)
Hewn stone301456(28)
Iron401872(36)
Portcullis ClimbDCHardnessHP(BT)
Wood101040(20)
Iron101872(36)

Force Open

StructureForce Open DC
Stuck door or window15
Exceptionally stuck20
Lift wooden portcullis20*
Lift iron portcullis30*
Bend metal bars30
* Use the Thievery DC of the locking mechanism +5 if it's higher.

Section: Running the GamePathfinder GM Core pg. 93

", + "content": "

Structures

Door

Climb DC

Hardness

HP

(BT)

Wood

20

10

40

(20)

Stone

30

14

56

(28)

Reinforced wood

15

15

60

(30)

Iron

30

18

72

(36)

Wall

Climb DC

Hardness

HP

(BT)

Crumbling masonry

15

10

40

(20)

Wooden slats

15

10

40

(20)

Masonry

20

14

56

(28)

Hewn stone

30

14

56

(28)

Iron

40

18

72

(36)

Portcullis Climb

DC

Hardness

HP

(BT)

Wood

10

10

40

(20)

Iron

10

18

72

(36)

Force Open

Structure

Force Open DC

Stuck door or window

15

Exceptionally stuck

20

Lift wooden portcullis

20*

Lift iron portcullis

30*

Bend metal bars

30

* Use the Thievery DC of the locking mechanism +5 if it's higher.

Section: Running the GamePathfinder GM Core pg. 93

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -580,18 +586,18 @@ }, { "_id": "ZcddTU02joqYuuoV", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "XP Awards", "sort": 2800000, "src": null, "system": {}, "text": { - "content": "
AccomplishmentXP Award
Minor10 XP
Moderate*30 XP
Major*80 XP
* Typically awards a Hero Point as well.

Adversary or HazardLevel XP for Simple HazardXP for Creature or Complex Hazard
Party level - 42 XP10 XP
Party level - 33 XP15 XP
Party level - 24 XP20 XP
Party level - 16 XP30 XP
Party level8 XP40 XP
Party level + 112 XP60 XP
Party level + 216 XP80 XP
Party level + 324 XP120 XP
Party level + 432 XP160 XP

Section: Running the GamePathfinder GM Core pg. 56

", + "content": "

Accomplishment

XP Award

Minor

10 XP

Moderate*

30 XP

Major*

80 XP

* Typically awards a Hero Point as well.

Adversary or Hazard

Level XP for Simple Hazard

XP for Creature or Complex Hazard

Party level - 4

2 XP

10 XP

Party level - 3

3 XP

15 XP

Party level - 2

4 XP

20 XP

Party level - 1

6 XP

30 XP

Party level

8 XP

40 XP

Party level + 1

12 XP

60 XP

Party level + 2

16 XP

80 XP

Party level + 3

24 XP

120 XP

Party level + 4

32 XP

160 XP

Section: Running the GamePathfinder GM Core pg. 56

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -602,58 +608,14 @@ }, { "_id": "WZgFEMDSP9TvYc4u", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Encounter Budget", "sort": 2900000, "src": null, "system": {}, "text": { - "content": "
DifficultyXP BudgetCharacter Adjustment
Trivial40 or less10 or less
Low6020
Moderate8020
Severe12030
Extreme16040

Section: Running the GamePathfinder GM Core pg. 75

", - "format": 1 - }, - "title": { - "level": 2, - "show": true - }, - "type": "text", - "video": { - "controls": true, - "volume": 0.5 - } - }, - { - "_id": "l4hGoem1vtSEruPv", - "category": null, - "image": {}, - "name": "Playing the Game", - "sort": -850000, - "src": null, - "system": {}, - "text": { - "content": "

Sources:

", - "format": 1 - }, - "title": { - "level": 1, - "show": true - }, - "type": "text", - "video": { - "controls": true, - "volume": 0.5 - } - }, - { - "_id": "4UWkvpoPam213lQH", - "category": null, - "image": {}, - "name": "Running the Game", - "sort": 2050000, - "src": null, - "system": {}, - "text": { - "content": "

Sources:

", + "content": "

Difficulty

XP Budget

Character Adjustment

Trivial

40 or less

10 or less

Low

60

20

Moderate

80

20

Severe

120

30

Extreme

160

40

Section: Running the GamePathfinder GM Core pg. 75

", "format": 1 }, "title": { @@ -668,18 +630,18 @@ }, { "_id": "jcRaFZEXoq7gtfBu", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Monster Adjustments", "sort": 3000000, "src": null, "system": {}, "text": { - "content": "

Elite Adjustment

Weak Adjustment

Section: Running the GamePathfinder Monster Core pg. 6-7

", + "content": "

Elite Adjustment

Weak Adjustment

Section: Running the GamePathfinder Monster Core pg. 6-7

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -690,18 +652,18 @@ }, { "_id": "I5V4dZlNV1R6KOQM", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Earn Income Tasks", "sort": 3100000, "src": null, "system": {}, "text": { - "content": "
Academia, Library, Other Educational Lore
Work at a school or library
Compile information on a distant land for an expedition
Serve as administrator for a school or library
Acquire a rare book on dragons for a local noble
Crafting
Make tools for local farmers
Brew a crate of healing potions for a local church or hospital
Sew a dress for a noble's debutante ball
Supply magical weapons for the palace guard corps
Engineering Lore
Assess the fortifications built to protect a town
Plan the mechanism for a drawbridge
Create schematics for a new mill
Food or Drink Lore
Brew simple ale or cook an ordinary dish for the local inn
Identify a dozen bottles of wine
Create a showpiece dish for an upcoming festival
Create a nine-course meal for a noble banquet
Genealogy Lore
Compile a family tree for a minor noble family
Determine next of kin to settle an inheritance dispute
Map the web of intermarriages of a sprawling royal family
Determine the lineages of an ancient civilization
Trace the lost heir of an ancient empire
Guild Lore
Recruit initiates for a guild
Identify symbols of an ancient guild in a tome
Consult on rearranging a guild's hierarchy
Oversee the merger of two guilds or one guild splitting into two
Herbalism Lore
Supply poultices to a physician
Prepare herbs for a small restaurant
Identify the poisonous plant eaten by a local lord
Legal Lore
Clear some minor red tape
Defend someone charged with theft
Bring a corrupt noble to justice through the legal system
Find loopholes in a contract made with a devil
Mercantile Lore
Price a crate of imported textiles
Find the best trade route for a pirate crew to raid
Set exchange rates for a trade consortium
Mining Lore
Work a shift in a coal mine
Determine where a raw ingot was mined
Prospect to find a site for a new mine
Performance
Busk for townsfolk at a street fair
Play in the orchestra at an opera
Attend a society figure's salon
Perform for visiting nobles
Impress a visiting maestro to bring glory to your hometown
Put on a performance for a patron from another plane
Politics Lore
Lobby for a vote or decision to go a certain way
Smear a noble to lower their station
Sailing Lore
Crew a ship on a short voyage
Render a ship in dry-dock seaworthy
Pilot a ship through monster-infested waters
Underworld Lore
Find out where a stolen item ended up
Get someone an audience with the head of a thieves' guild
Smuggle a shipment of valuables out of the city
Warfare Lore
Teach a spear fighting class at a dojo
Instruct an officer in various military stratagems
Advise a general in planning a battlefield offensive

Section: Running the GamePathfinder GM Core pg. 47

", + "content": "

Academia, Library, Other Educational Lore

Work at a school or library

Compile information on a distant land for an expedition

Serve as administrator for a school or library

Acquire a rare book on dragons for a local noble

Crafting

Make tools for local farmers

Brew a crate of healing potions for a local church or hospital

Sew a dress for a noble's debutante ball

Supply magical weapons for the palace guard corps

Engineering Lore

Assess the fortifications built to protect a town

Plan the mechanism for a drawbridge

Create schematics for a new mill

Food or Drink Lore

Brew simple ale or cook an ordinary dish for the local inn

Identify a dozen bottles of wine

Create a showpiece dish for an upcoming festival

Create a nine-course meal for a noble banquet

Genealogy Lore

Compile a family tree for a minor noble family

Determine next of kin to settle an inheritance dispute

Map the web of intermarriages of a sprawling royal family

Determine the lineages of an ancient civilization

Trace the lost heir of an ancient empire

Guild Lore

Recruit initiates for a guild

Identify symbols of an ancient guild in a tome

Consult on rearranging a guild's hierarchy

Oversee the merger of two guilds or one guild splitting into two

Herbalism Lore

Supply poultices to a physician

Prepare herbs for a small restaurant

Identify the poisonous plant eaten by a local lord

Legal Lore

Clear some minor red tape

Defend someone charged with theft

Bring a corrupt noble to justice through the legal system

Find loopholes in a contract made with a devil

Mercantile Lore

Price a crate of imported textiles

Find the best trade route for a pirate crew to raid

Set exchange rates for a trade consortium

Mining Lore

Work a shift in a coal mine

Determine where a raw ingot was mined

Prospect to find a site for a new mine

Performance

Busk for townsfolk at a street fair

Play in the orchestra at an opera

Attend a society figure's salon

Perform for visiting nobles

Impress a visiting maestro to bring glory to your hometown

Put on a performance for a patron from another plane

Politics Lore

Lobby for a vote or decision to go a certain way

Smear a noble to lower their station

Sailing Lore

Crew a ship on a short voyage

Render a ship in dry-dock seaworthy

Pilot a ship through monster-infested waters

Underworld Lore

Find out where a stolen item ended up

Get someone an audience with the head of a thieves' guild

Smuggle a shipment of valuables out of the city

Warfare Lore

Teach a spear fighting class at a dojo

Instruct an officer in various military stratagems

Advise a general in planning a battlefield offensive

Section: Running the GamePathfinder GM Core pg. 47

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -712,18 +674,18 @@ }, { "_id": "or9dAZfXyd01A8dS", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Downtime Events", "sort": 3200000, "src": null, "system": {}, "text": { - "content": "
Craft or Earn Income (Crafting)
A shipment of important materials is delayed, and the PC must find out why.
The PC creates a superlative work, which draws the attention of a collector or museum.
The PC discovers a more efficient technique to work a material and must decide to share it or keep it secret.
Create a Forgery (Society)
The format for paperwork the PC is attempting to mimic gets changed, and they must adjust.
The paperwork is spoiled by a freak accident, such as a leaky roof above the workshop or a clumsy assistant knocking over beakers of chemicals.
A mysterious benefactor provides the PC with special tools or a source document the PC didn’t have but suggests they'll ask for a favor later to reciprocate.
Earn Income (General)
A fussy client demands multiple rounds of changes throughout the process.
An accident at a work site puts someone in danger.
Something the PC is working on becomes a fad or hit-demand skyrockets!
A visitor is impressed with the PC's work and offers them a more lucrative task in a distant location.
Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the bosses.
The bosses or guildmasters are doing something illegal and attempt to bribe the PC to look the other way.
The PC returns to their work one day to find someone has tampered with what they've done.
Earn Income (Performance)
Due to the performance's success, more shows are added, running the PC ragged.
A competing show across town draws away customers.
A powerful noble finances a special performance but demands some changes to the contents.
One of the PC's fellow performers doesn't show up, but the show must go on!
Subsist (Survival)
Over a long time subsisting in a single area, the PC finds an unknown berry or herb that could be useful for making a new medicine.
The PC finds signs indicating some large creature has been foraging as well-possibly a monster.
Buy and Sell Items
The PC sells an item of interest to members of a particular group, who pursue the PC.
A merchant sells the PC a fraudulent item.
A shop the PCs frequent is in trouble and about to go out of business without help.
Someone else offers a higher bid for an item a PC wants, resulting in a negotiation or in the NPC offering a job the PC must perform to claim the item.
Retrain
The PC sustains an injury in physical training. Tapping into new magical powers inflicts a magical curse or creates an odd phenomenon.
A retraining instructor falls ill or goes missing.
Someone witnesses the PC retraining and asks to join them as they study or practice.
The PC's training comes to a halt, and they need to acquire a rare book or something similar to continue.

Section: Running the GamePathfinder GM Core pg. 48

", + "content": "

Craft or Earn Income (Crafting)

A shipment of important materials is delayed, and the PC must find out why.

The PC creates a superlative work, which draws the attention of a collector or museum.

The PC discovers a more efficient technique to work a material and must decide to share it or keep it secret.

Create a Forgery (Society)

The format for paperwork the PC is attempting to mimic gets changed, and they must adjust.

The paperwork is spoiled by a freak accident, such as a leaky roof above the workshop or a clumsy assistant knocking over beakers of chemicals.

A mysterious benefactor provides the PC with special tools or a source document the PC didn’t have but suggests they'll ask for a favor later to reciprocate.

Earn Income (General)

A fussy client demands multiple rounds of changes throughout the process.

An accident at a work site puts someone in danger.

Something the PC is working on becomes a fad or hit-demand skyrockets!

A visitor is impressed with the PC's work and offers them a more lucrative task in a distant location.

Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the bosses.

The bosses or guildmasters are doing something illegal and attempt to bribe the PC to look the other way.

The PC returns to their work one day to find someone has tampered with what they've done.

Earn Income (Performance)

Due to the performance's success, more shows are added, running the PC ragged.

A competing show across town draws away customers.

A powerful noble finances a special performance but demands some changes to the contents.

One of the PC's fellow performers doesn't show up, but the show must go on!

Subsist (Survival)

Over a long time subsisting in a single area, the PC finds an unknown berry or herb that could be useful for making a new medicine.

The PC finds signs indicating some large creature has been foraging as well-possibly a monster.

Buy and Sell Items

The PC sells an item of interest to members of a particular group, who pursue the PC.

A merchant sells the PC a fraudulent item.

A shop the PCs frequent is in trouble and about to go out of business without help.

Someone else offers a higher bid for an item a PC wants, resulting in a negotiation or in the NPC offering a job the PC must perform to claim the item.

Retrain

The PC sustains an injury in physical training. Tapping into new magical powers inflicts a magical curse or creates an odd phenomenon.

A retraining instructor falls ill or goes missing.

Someone witnesses the PC retraining and asks to join them as they study or practice.

The PC's training comes to a halt, and they need to acquire a rare book or something similar to continue.

Section: Running the GamePathfinder GM Core pg. 48

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -734,18 +696,18 @@ }, { "_id": "lfqjXVxMhxKrzIJD", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Cost of Living", "sort": 3300000, "src": null, "system": {}, "text": { - "content": "
Standard of LivingWeekMonthYear
Subsistence*4 sp2 gp24 gp
Comfortable1 gp4 gp52 gp
Fine30 gp130 gp1,600 gp
Extravagant100 gp430 gp5,200 gp
* You can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Subsist] using Society or Survival for free.

Section: Running the GamePathfinder GM Core pg. 50

", + "content": "

Standard of Living

Week

Month

Year

Subsistence*

4 sp

2 gp

24 gp

Comfortable

1 gp

4 gp

52 gp

Fine

30 gp

130 gp

1,600 gp

Extravagant

100 gp

430 gp

5,200 gp

* You can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Subsist] using Society or Survival for free.

Section: Running the GamePathfinder GM Core pg. 50

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -756,36 +718,14 @@ }, { "_id": "Dae8LHdXZuBv06Jk", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Treasure", "sort": 3400000, "src": null, "system": {}, "text": { - "content": "

Party Treasure by Level

LevelTotal ValuePermanent Items (By Item Level)Consumables (By Item Level)Party CurrencyCurrency Additional per PC
1175 gp*2nd: 2, 1st: 22nd: 2, 1st: 340 gp10 gp
2300 gp3rd: 2, 2nd: 23rd: 2, 2nd: 2, 1st: 270 gp18 gp
3500 gp4th: 2, 3rd: 24th: 2, 3rd: 2, 2nd: 2120 gp30 gp
4850 gp5th: 2, 4th: 25th: 2, 4th: 2, 3rd: 2200 gp50 gp
51,350 gp6th: 2, 5th: 26th: 2, 5th: 2, 4th: 2320 gp80 gp
62,000 gp7th: 2, 6th: 27th: 2, 6th: 2, 5th: 2500 gp125 gp
72,900 gp8th: 2, 7th: 28th: 2, 7th: 2, 6th: 2720 gp180 gp
84,000 gp9th: 2, 8th: 29th: 2, 8th: 2, 7th: 21,000 gp250 gp
95,700 gp10th: 2, 9th: 210th: 2, 9th: 2, 8th: 21,400 gp350 gp
108,000 gp11th: 2, 10th: 211th: 2, 10th: 2, 9th: 22,000 gp500 gp
1111,500 gp12th: 2, 11th: 212th: 2, 11th: 2, 10th: 22,800 gp700 gp
1216,500 gp13th: 2, 12th: 213th: 2, 12th: 2, 11th: 24,000 gp1,000 gp
1325,000 gp14th: 2, 13th: 214th: 2, 13th: 2, 12th: 26,000 gp1,500 gp
1436,500 gp15th: 2, 14th: 215th: 2, 14th: 2, 13th: 29,000 gp2,250 gp
1554,500 gp16th: 2, 15th: 216th: 2, 15th: 2, 14th: 213,000 gp3,250 gp
1682,500 gp17th: 2, 16th: 217th: 2, 16th: 2, 15th: 220,000 gp5,000 gp
17128,000 gp18th: 2, 17th: 218th: 2, 17th: 2, 16th: 230,000 gp7,500 gp
18208,000 gp19th: 2, 18th: 219th: 2, 18th: 2, 17th: 248,000 gp12,000 gp
19355,000 gp20th: 2, 19th: 220th: 2, 19th: 2, 18th: 280,000 gp20,000 gp
20490,000 gp20th: 420th: 4, 19th: 2140,000 gp35,000 gp
* Many 1st-level permanent items should be items from Chapter 6 of Pathfinder GM Core instead of magic items.

Character Wealth

LevelPermanent ItemsCurrencyLump Sum
1-15 gp15 gp
21st: 120 gp30 gp
32nd: 1, 1st: 225 gp75 gp
43rd: 1, 2nd: 2, 1st: 130 gp140 gp
54th: 1, 3rd: 2, 2nd: 1, 1st: 250 gp270 gp
65th: 1, 4th: 2, 3rd: 1, 2nd: 280 gp450 gp
76th: 1, 5th: 2, 4th: 1, 3rd: 2125 gp720 gp
87th: 1, 6th: 2, 5th: 1, 4th: 2180 gp1,100 gp
98th: 1, 7th: 2, 6th: 1, 5th: 2250 gp1,600 gp
109th: 1, 8th: 2, 7th: 1, 6th: 2350 gp2,300 gp
1110th: 1, 9th: 2, 8th: 1, 7th: 2500 gp3,200 gp
1211th: 1, 10th: 2, 9th: 1, 8th: 2700 gp4,500 gp
1312th: 1, 11th: 2, 10th: 1, 9th: 21,000 gp6,400 gp
1413th: 1, 12th: 2, 11th: 1, 10th: 21,500 gp9,300 gp
1514th: 1, 13th: 2, 12th: 1, 11th: 22,250 gp13,500 gp
1615th: 1, 14th: 2, 13th: 1, 12th: 23,250 gp20,000 gp
1716th: 1, 15th: 2, 14th: 1, 13th: 25,000 gp30,000 gp
1817th: 1, 16th: 2, 15th: 1, 14th: 27,500 gp45,000 gp
1918th: 1, 17th: 2, 16th: 1, 15th: 212,000 gp69,000 gp
2019th: 1, 18th: 2, 17th: 1, 16th: 220,000 gp112,000 gp

Section: Running the GamePathfinder GM Core pg. 59 and 61

", - "format": 1 - }, - "title": { - "level": 2, - "show": true - }, - "type": "text", - "video": { - "controls": true, - "volume": 0.5 - } - }, - { - "_id": "5rIVjk40flfrxU77", - "category": null, - "image": {}, - "name": "Subsystems and Variant Rules", - "sort": 3500000, - "src": null, - "system": {}, - "text": { - "content": "

Sources:

", + "content": "

Party Treasure by Level

Level

Total Value

Permanent Items (By Item Level)

Consumables (By Item Level)

Party Currency

Currency Additional per PC

1

175 gp*

2nd: 2, 1st: 2

2nd: 2, 1st: 3

40 gp

10 gp

2

300 gp

3rd: 2, 2nd: 2

3rd: 2, 2nd: 2, 1st: 2

70 gp

18 gp

3

500 gp

4th: 2, 3rd: 2

4th: 2, 3rd: 2, 2nd: 2

120 gp

30 gp

4

850 gp

5th: 2, 4th: 2

5th: 2, 4th: 2, 3rd: 2

200 gp

50 gp

5

1,350 gp

6th: 2, 5th: 2

6th: 2, 5th: 2, 4th: 2

320 gp

80 gp

6

2,000 gp

7th: 2, 6th: 2

7th: 2, 6th: 2, 5th: 2

500 gp

125 gp

7

2,900 gp

8th: 2, 7th: 2

8th: 2, 7th: 2, 6th: 2

720 gp

180 gp

8

4,000 gp

9th: 2, 8th: 2

9th: 2, 8th: 2, 7th: 2

1,000 gp

250 gp

9

5,700 gp

10th: 2, 9th: 2

10th: 2, 9th: 2, 8th: 2

1,400 gp

350 gp

10

8,000 gp

11th: 2, 10th: 2

11th: 2, 10th: 2, 9th: 2

2,000 gp

500 gp

11

11,500 gp

12th: 2, 11th: 2

12th: 2, 11th: 2, 10th: 2

2,800 gp

700 gp

12

16,500 gp

13th: 2, 12th: 2

13th: 2, 12th: 2, 11th: 2

4,000 gp

1,000 gp

13

25,000 gp

14th: 2, 13th: 2

14th: 2, 13th: 2, 12th: 2

6,000 gp

1,500 gp

14

36,500 gp

15th: 2, 14th: 2

15th: 2, 14th: 2, 13th: 2

9,000 gp

2,250 gp

15

54,500 gp

16th: 2, 15th: 2

16th: 2, 15th: 2, 14th: 2

13,000 gp

3,250 gp

16

82,500 gp

17th: 2, 16th: 2

17th: 2, 16th: 2, 15th: 2

20,000 gp

5,000 gp

17

128,000 gp

18th: 2, 17th: 2

18th: 2, 17th: 2, 16th: 2

30,000 gp

7,500 gp

18

208,000 gp

19th: 2, 18th: 2

19th: 2, 18th: 2, 17th: 2

48,000 gp

12,000 gp

19

355,000 gp

20th: 2, 19th: 2

20th: 2, 19th: 2, 18th: 2

80,000 gp

20,000 gp

20

490,000 gp

20th: 4

20th: 4, 19th: 2

140,000 gp

35,000 gp

* Many 1st-level permanent items should be items from Chapter 6 of Pathfinder GM Core instead of magic items.

Character Wealth

Level

Permanent Items

Currency

Lump Sum

1

-

15 gp

15 gp

2

1st: 1

20 gp

30 gp

3

2nd: 1, 1st: 2

25 gp

75 gp

4

3rd: 1, 2nd: 2, 1st: 1

30 gp

140 gp

5

4th: 1, 3rd: 2, 2nd: 1, 1st: 2

50 gp

270 gp

6

5th: 1, 4th: 2, 3rd: 1, 2nd: 2

80 gp

450 gp

7

6th: 1, 5th: 2, 4th: 1, 3rd: 2

125 gp

720 gp

8

7th: 1, 6th: 2, 5th: 1, 4th: 2

180 gp

1,100 gp

9

8th: 1, 7th: 2, 6th: 1, 5th: 2

250 gp

1,600 gp

10

9th: 1, 8th: 2, 7th: 1, 6th: 2

350 gp

2,300 gp

11

10th: 1, 9th: 2, 8th: 1, 7th: 2

500 gp

3,200 gp

12

11th: 1, 10th: 2, 9th: 1, 8th: 2

700 gp

4,500 gp

13

12th: 1, 11th: 2, 10th: 1, 9th: 2

1,000 gp

6,400 gp

14

13th: 1, 12th: 2, 11th: 1, 10th: 2

1,500 gp

9,300 gp

15

14th: 1, 13th: 2, 12th: 1, 11th: 2

2,250 gp

13,500 gp

16

15th: 1, 14th: 2, 13th: 1, 12th: 2

3,250 gp

20,000 gp

17

16th: 1, 15th: 2, 14th: 1, 13th: 2

5,000 gp

30,000 gp

18

17th: 1, 16th: 2, 15th: 1, 14th: 2

7,500 gp

45,000 gp

19

18th: 1, 17th: 2, 16th: 1, 15th: 2

12,000 gp

69,000 gp

20

19th: 1, 18th: 2, 17th: 1, 16th: 2

20,000 gp

112,000 gp

Section: Running the GamePathfinder GM Core pg. 59 and 61

", "format": 1 }, "title": { @@ -800,18 +740,18 @@ }, { "_id": "GvJVd2Yj3Lk2zM6r", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Automatic Bonus Progression", "sort": 3600000, "src": null, "system": {}, "text": { - "content": "

This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor's item bonus) and replaces it with a new kind of bonus—potency—to reflect a character's innate ability. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.

Special Class Features

Every character automatically gains the class features on the Automatic Bonus Progression table.

AUTOMATIC BONUS PROGRESSION

LevelBenefits
1-
2Attack potency +1
3Skill potency (one at +1)
4Devastating attacks (two dice)
5Defense potency +1
6Skill potency (two at +1 each)
7Perception potency +1
8Saving throw potency +1
9Skill potency (one at +2, one at +1)
10Attack potency +2
11Defense potency +2
12Devastating attacks (three dice)
13Perception potency +2; skill potency (two at +2 each, one at +1)
14Saving throw potency +2
15Skill potency (three at +2 each, one at +1)
16Attack potency +3
17Attribute apex; skill potency (one at +3, two at +2 each, two at +1 each)
18Defense potency +3
19Devastating attacks (four dice), Perception potency +3
20Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)

Attack Potency2nd

Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level.

Skill Potency3rd

At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time.

Devastating Attacks4th

At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.

Defense Potency5th

At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3.

Perception Potency7th

At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19.

Saving Throw Potency8th

At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.

Attribute Apex17th

At 17th level, choose one attribute modifier to either increase by 1 or increase to +4 (whichever grants the higher modifer).

Adjusting Items and Treasure

With this variant, you can ignore as much of the Party Treasure by Level table on page 59 as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands. Remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase attribute modifiers. If your world still includes magic items, a safe bet is to continue to give out consumable items. If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or holy. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses.

Section: Subsystem and Variant RulesPathfinder GM Core pg. 83

", + "content": "

This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor's item bonus) and replaces it with a new kind of bonus—potency—to reflect a character's innate ability. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.

Special Class Features

Every character automatically gains the class features on the Automatic Bonus Progression table.

AUTOMATIC BONUS PROGRESSION

Level

Benefits

1

-

2

Attack potency +1

3

Skill potency (one at +1)

4

Devastating attacks (two dice)

5

Defense potency +1

6

Skill potency (two at +1 each)

7

Perception potency +1

8

Saving throw potency +1

9

Skill potency (one at +2, one at +1)

10

Attack potency +2

11

Defense potency +2

12

Devastating attacks (three dice)

13

Perception potency +2; skill potency (two at +2 each, one at +1)

14

Saving throw potency +2

15

Skill potency (three at +2 each, one at +1)

16

Attack potency +3

17

Attribute apex; skill potency (one at +3, two at +2 each, two at +1 each)

18

Defense potency +3

19

Devastating attacks (four dice), Perception potency +3

20

Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)

Attack Potency2nd

Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level.

Skill Potency3rd

At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time.

Devastating Attacks4th

At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.

Defense Potency5th

At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3.

Perception Potency7th

At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19.

Saving Throw Potency8th

At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.

Attribute Apex17th

At 17th level, choose one attribute modifier to either increase by 1 or increase to +4 (whichever grants the higher modifer).

Adjusting Items and Treasure

With this variant, you can ignore as much of the Party Treasure by Level table on page 59 as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands. Remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase attribute modifiers. If your world still includes magic items, a safe bet is to continue to give out consumable items. If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or holy. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses.

Section: Subsystem and Variant RulesPathfinder GM Core pg. 83

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This variant removes a character's level from their proficiency bonus, scaling it differently for a style of game that's outside the norm. This is a significant change to the system. The proficiency rank progression in Player Core is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best fighter can't guarantee a win against a large group of moderately skilled brigands.

The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. It's best to give an untrained character a –2 proficiency modifier instead of a +0 proficiency bonus.

Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells.

Finally, decrease the skill DCs of most tasks. You can just subtract the level from the DC tables on page 53, or you can reference the Simple Skill DCs (No Level) table for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves.

TABLE: SIMPLE SKILL DCS (NO LEVEL)
Proficiency RankDC
Untrained10
Trained15
Expert20
Master25
Legendary30

Adjusting Encounters

Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, where a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards.

Under the default math, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in the Creature XP (No Level) table. You'll still use the same XP budget for a given threat level as shown on the @UUID[.WZgFEMDSP9TvYc4u]{Encounter Budget} (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on).

TABLE: CREATURE XP (NO LEVEL)

Creature's Level

XP
Party level - 79
Party level - 612
Party level - 514
Party level - 418
Party level - 321
Party level - 226
Party level - 132
Party level40
Party level + 148
Party level + 260
Party level + 372
Party level + 490
Party level + 5108
Party level + 6135
Party level + 7160

While the XP values in the Creature XP (No Level) table work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-rank spells, even though it's outnumbered.

Adjusting Treasure

Items on standard creatures are chosen to avoid giving out too much treasure for the level at which PCs will typically fight them. However, using this variant, PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can make periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the issue entirely, you can use automatic bonus progression.

Section: Subsystem and Variant RulesPathfinder GM Core pg. 85

", + "content": "

This variant removes a character's level from their proficiency bonus, scaling it differently for a style of game that's outside the norm. This is a significant change to the system. The proficiency rank progression in Player Core is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best fighter can't guarantee a win against a large group of moderately skilled brigands.

The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. It's best to give an untrained character a –2 proficiency modifier instead of a +0 proficiency bonus.

Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells.

Finally, decrease the skill DCs of most tasks. You can just subtract the level from the DC tables on page 53, or you can reference the Simple Skill DCs (No Level) table for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves.

TABLE: SIMPLE SKILL DCS (NO LEVEL)

Proficiency Rank

DC

Untrained

10

Trained

15

Expert

20

Master

25

Legendary

30

Adjusting Encounters

Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, where a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards.

Under the default math, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in the Creature XP (No Level) table. You'll still use the same XP budget for a given threat level as shown on the @UUID[.WZgFEMDSP9TvYc4u]{Encounter Budget} (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on).

TABLE: CREATURE XP (NO LEVEL)

Creature's Level

XP

Party level - 7

9

Party level - 6

12

Party level - 5

14

Party level - 4

18

Party level - 3

21

Party level - 2

26

Party level - 1

32

Party level

40

Party level + 1

48

Party level + 2

60

Party level + 3

72

Party level + 4

90

Party level + 5

108

Party level + 6

135

Party level + 7

160

While the XP values in the Creature XP (No Level) table work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-rank spells, even though it's outnumbered.

Adjusting Treasure

Items on standard creatures are chosen to avoid giving out too much treasure for the level at which PCs will typically fight them. However, using this variant, PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can make periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the issue entirely, you can use automatic bonus progression.

Section: Subsystem and Variant RulesPathfinder GM Core pg. 85

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -888,7 +828,7 @@ }, { "_id": "88TUbT8mHDRi3phl", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Ancestry Paragon", "sort": 3950000, @@ -899,7 +839,7 @@ "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -910,18 +850,18 @@ }, { "_id": "XujUKJKdFfXSelmZ", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Stamina", "sort": 4000000, "src": null, "system": {}, "text": { - "content": "
TABLE: STAMINA AND HIT POINTS BY CLASS
Normal Class HPClass Stamina PointsClass Hit PointsClasses
6 + Con modifier3 + Con modifier3Sorcerer, wizard
8 + Con modifier4 + Con modifier4Alchemist, bard, cleric, druid, rogue
10 + Con modifier5 + Con modifier5Champion, fighter, monk, ranger
12 + Con modifier6 + Con modifier6Barbarian

In some fantasy stories, the heroes are able to avoid any serious injury until the situation gets dire, getting by with a graze or a flesh wound and needing nothing more than a quick rest to get back on their feet. If your group wants to tell tales like those, you can use the stamina variant to help make that happen.

Stamina Points

Stamina Points represent a character's energy and readiness. They're reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if they're out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points.

Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A heal spell restores Hit Points, not Stamina Points, and the actions described below (like Take a Breather) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full night's rest. Hit Points still determine whether a character remains conscious—a character at 0 HP is unconscious, no matter how many Stamina Points they have. In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of table above at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game.

Resolve Points

In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A character's maximum Resolve Points is equal to their key attribute modifier, and a character regains all their Resolve Points with a full night's rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way.

Stabilize

If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character's next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize.

Stamina Actions

Stamina Feats

Other Creatures

There's no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, it's easiest to turn half the creature's Hit Points into Stamina Points. While enemy healers still work as they're intended to, players might be upset about the enemies' ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies' Stamina Points. In this case, give more enemies Stamina Points to compensate.

No-Limit Stamina

If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make Taking a Breather and Rally free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as it's too powerful if there's no cost to use it! Alternatively, if you want to keep it, you can require a character to Take a Breather before they can Steel their Resolve again.

Stamina's Impact

The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via Taking a Breather and Treating Wounds as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies.

Because spells that heal Hit Points don't restore Stamina Points, it's a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle.

Section: Subsystem and Variant RulesPathfinder GMG pg. 200

", + "content": "

TABLE: STAMINA AND HIT POINTS BY CLASS

Normal Class HP

Class Stamina Points

Class Hit Points

Classes

6 + Con modifier

3 + Con modifier

3

Sorcerer, wizard

8 + Con modifier

4 + Con modifier

4

Alchemist, bard, cleric, druid, rogue

10 + Con modifier

5 + Con modifier

5

Champion, fighter, monk, ranger

12 + Con modifier

6 + Con modifier

6

Barbarian

In some fantasy stories, the heroes are able to avoid any serious injury until the situation gets dire, getting by with a graze or a flesh wound and needing nothing more than a quick rest to get back on their feet. If your group wants to tell tales like those, you can use the stamina variant to help make that happen.

Stamina Points

Stamina Points represent a character's energy and readiness. They're reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if they're out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points.

Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A heal spell restores Hit Points, not Stamina Points, and the actions described below (like Take a Breather) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full night's rest. Hit Points still determine whether a character remains conscious—a character at 0 HP is unconscious, no matter how many Stamina Points they have. In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of table above at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game.

Resolve Points

In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A character's maximum Resolve Points is equal to their key attribute modifier, and a character regains all their Resolve Points with a full night's rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way.

Stabilize

If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character's next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize.

Stamina Actions

Stamina Feats

Other Creatures

There's no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, it's easiest to turn half the creature's Hit Points into Stamina Points. While enemy healers still work as they're intended to, players might be upset about the enemies' ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies' Stamina Points. In this case, give more enemies Stamina Points to compensate.

No-Limit Stamina

If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make Taking a Breather and Rally free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as it's too powerful if there's no cost to use it! Alternatively, if you want to keep it, you can require a character to Take a Breather before they can Steel their Resolve again.

Stamina's Impact

The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via Taking a Breather and Treating Wounds as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies.

Because spells that heal Hit Points don't restore Stamina Points, it's a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle.

Section: Subsystem and Variant RulesPathfinder GMG pg. 200

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -932,18 +872,18 @@ }, { "_id": "EBWqgmHdFUYBTD0a", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Victory Points", "sort": 4100000, "src": null, "system": {}, "text": { - "content": "

Accumulating Rolls

Critical Success The PCs gain 2 Victory Points.

Success The PCs gain 1 Victory Point.

Critical Failure The PCs lose 1 Victory Point.

This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare‑brained schemes have a fair chance of losing the PCs 1 Victory Point.

Diminishing Rolls

Critical Success If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.

Success The PCs avoid losing any Victory Points.

Failure The PCs lose 1 Victory Point.

Critical Failure The PCs lose 2 Victory Points.

Table: Victory Point Scales
Duration of ChallengeVP End PointVP Thresholds
Quick encounter3-5-
Long encounter7-104
Most of a session15-255, 10, 15
Adventure-wide, sideline15-205, 10, 15
Adventure-wise, forefront25-5010, 20, 30, 40

Section: Subsystem and Variant RulesPathfinder GM Core pg. 184-186

", + "content": "

Accumulating Rolls

Critical Success The PCs gain 2 Victory Points.

Success The PCs gain 1 Victory Point.

Critical Failure The PCs lose 1 Victory Point.

This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare‑brained schemes have a fair chance of losing the PCs 1 Victory Point.

Diminishing Rolls

Critical Success If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.

Success The PCs avoid losing any Victory Points.

Failure The PCs lose 1 Victory Point.

Critical Failure The PCs lose 2 Victory Points.

Table: Victory Point Scales

Duration of Challenge

VP End Point

VP Thresholds

Quick encounter

3-5

-

Long encounter

7-10

4

Most of a session

15-25

5, 10, 15

Adventure-wide, sideline

15-20

5, 10, 15

Adventure-wise, forefront

25-50

10, 20, 30, 40

Section: Subsystem and Variant RulesPathfinder GM Core pg. 184-186

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -954,7 +894,7 @@ }, { "_id": "ARVOEu4oeL3BKEOH", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Influence", "sort": 4200000, @@ -965,7 +905,7 @@ "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -976,7 +916,7 @@ }, { "_id": "zkQJzslkiNQuUuKd", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Research", "sort": 4300000, @@ -987,7 +927,7 @@ "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -998,7 +938,7 @@ }, { "_id": "HSg7h1jm5oASbXao", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Chases", "sort": 4400000, @@ -1009,7 +949,7 @@ "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1020,7 +960,7 @@ }, { "_id": "14gM2CIUCwZvxr3W", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Infiltration", "sort": 4500000, @@ -1031,7 +971,7 @@ "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1042,18 +982,18 @@ }, { "_id": "GMRQwFnChvxIjIiP", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Reputation", "sort": 4600000, "src": null, "system": {}, "text": { - "content": "
REPUTATIONS
ReputationReputation PointsRaised ByLowered By
Revered30 to 50Major favorModerate or major disservice
Admired15 to 29Major favorAny disservice
Liked5 to 14Moderate or major favorAny disservice
Ignored-4 to 4Any favorAny disservice
Disliked-5 to -14Any favorModerate or major disservice
Hated-15 to -29Any favorMajor disservice
Hunted-30 -50Moderate or major favorMajor disservice

Reputations

Ignored

The PCs either aren't on this group's radar or the group knows about the PCs but is generally ambivalent to them. This is the default for most PCs with most groups, and it carries no special benefits or detriments.

Liked

The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually friendly to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further.

Admired

The PCs have earned this group's admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are helpful toward the PCs, and those who aren't are friendly. Only major favors accrue Reputation Points.

Revered

The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is helpful toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them.

Disliked

The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually unfriendly to them. At this reputation, only moderate and major disservices reduce Reputation Points.

Hated

The PCs have earned this group's ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are hostile toward the PCs, and those who aren't are unfriendly. When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points.

Hunted

The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is hostile toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them.

Section: Subsystem and Variant RulesPathfinder GM Core pg. 200-201

", + "content": "

REPUTATIONS

Reputation

Reputation Points

Raised By

Lowered By

Revered

30 to 50

Major favor

Moderate or major disservice

Admired

15 to 29

Major favor

Any disservice

Liked

5 to 14

Moderate or major favor

Any disservice

Ignored

-4 to 4

Any favor

Any disservice

Disliked

-5 to -14

Any favor

Moderate or major disservice

Hated

-15 to -29

Any favor

Major disservice

Hunted

-30 -50

Moderate or major favor

Major disservice

Reputations

Ignored

The PCs either aren't on this group's radar or the group knows about the PCs but is generally ambivalent to them. This is the default for most PCs with most groups, and it carries no special benefits or detriments.

Liked

The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually friendly to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further.

Admired

The PCs have earned this group's admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are helpful toward the PCs, and those who aren't are friendly. Only major favors accrue Reputation Points.

Revered

The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is helpful toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them.

Disliked

The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually unfriendly to them. At this reputation, only moderate and major disservices reduce Reputation Points.

Hated

The PCs have earned this group's ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are hostile toward the PCs, and those who aren't are unfriendly. When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points.

Hunted

The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is hostile toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them.

Section: Subsystem and Variant RulesPathfinder GM Core pg. 200-201

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1064,18 +1004,18 @@ }, { "_id": "09Jpj4cCKYClyAE7", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Duels", "sort": 4700000, "src": null, "system": {}, "text": { - "content": "

Setting Up a Duel

Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duel's rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules.

Compete Alone

It's customary that each participant must compete alone and may receive no help from outside sources. However, some duels pit pairs of combatants against one another (either all together or as tag teams).

Compete Alone

The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that don't involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or healing.

Duration

Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability.

Adjudication

Most duels are overseen by a third party who ensures the duelists don't break the duel's rules—inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge.

Combat Duels

Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat.

Initiative and Dueling Actions

Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use Deception, Intimidation, or Perception when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round.

If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for Intimidation, Deceptive Sidestep for Deception, or Sense Weakness for Perception. Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.

@UUID[Compendium.pf2e.actionspf2e.Item.Bullying Press]

@Embed[Compendium.pf2e.actionspf2e.Item.TXqTIwNGULs3j6CH inline]


@UUID[Compendium.pf2e.actionspf2e.Item.Deceptive Sidestep]

@Embed[Compendium.pf2e.actionspf2e.Item.1LDOfV8jEka09eXr inline]


@UUID[Compendium.pf2e.actionspf2e.Item.Sense Weakness]

@Embed[Compendium.pf2e.actionspf2e.Item.uWTQxEOj2pl45Kns inline]


Ending the Duel

The duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.

Spellcasting Duels

Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn's worth of spells, giving their rivals a chance to counter the spells if they can.

Initiative and Dueling Actions

In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an Arcana, Nature, Occultism, or Religion check instead of Perception. If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a magical tradition corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponent's spell if their tradition focus matches the tradition of that spell. They also gain the Change Tradition Focus action, which changes the duelist's tradition focus to a different tradition. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.

When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll Arcana, Nature, Occultism, or Religion for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels.

@UUID[Compendium.pf2e.actionspf2e.Item.Dueling Counter]

@Embed[Compendium.pf2e.actionspf2e.Item.xGqOIheAOV12RGU4 inline]


@UUID[Compendium.pf2e.actionspf2e.Item.Change Tradition Focus]

@Embed[Compendium.pf2e.actionspf2e.Item.s4s40hJr5uRLOqix inline]

Ending the Duel

Just like a combat duel, a spellcasting duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.

Section: Subsystem and Variant RulesPathfinder GM Core pg. 202-203

", + "content": "

Setting Up a Duel

Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duel's rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules.

Compete Alone

It's customary that each participant must compete alone and may receive no help from outside sources. However, some duels pit pairs of combatants against one another (either all together or as tag teams).

Compete Alone

The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that don't involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or healing.

Duration

Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability.

Adjudication

Most duels are overseen by a third party who ensures the duelists don't break the duel's rules—inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge.

Combat Duels

Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat.

Initiative and Dueling Actions

Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use Deception, Intimidation, or Perception when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round.

If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for Intimidation, Deceptive Sidestep for Deception, or Sense Weakness for Perception. Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.

@UUID[Compendium.pf2e.actionspf2e.Item.Bullying Press]

@Embed[Compendium.pf2e.actionspf2e.Item.TXqTIwNGULs3j6CH inline]


@UUID[Compendium.pf2e.actionspf2e.Item.Deceptive Sidestep]

@Embed[Compendium.pf2e.actionspf2e.Item.1LDOfV8jEka09eXr inline]


@UUID[Compendium.pf2e.actionspf2e.Item.Sense Weakness]

@Embed[Compendium.pf2e.actionspf2e.Item.uWTQxEOj2pl45Kns inline]


Ending the Duel

The duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.

Spellcasting Duels

Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn's worth of spells, giving their rivals a chance to counter the spells if they can.

Initiative and Dueling Actions

In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an Arcana, Nature, Occultism, or Religion check instead of Perception. If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a magical tradition corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponent's spell if their tradition focus matches the tradition of that spell. They also gain the Change Tradition Focus action, which changes the duelist's tradition focus to a different tradition. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.

When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll Arcana, Nature, Occultism, or Religion for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels.

@UUID[Compendium.pf2e.actionspf2e.Item.Dueling Counter]

@Embed[Compendium.pf2e.actionspf2e.Item.xGqOIheAOV12RGU4 inline]


@UUID[Compendium.pf2e.actionspf2e.Item.Change Tradition Focus]

@Embed[Compendium.pf2e.actionspf2e.Item.s4s40hJr5uRLOqix inline]

Ending the Duel

Just like a combat duel, a spellcasting duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.

Section: Subsystem and Variant RulesPathfinder GM Core pg. 202-203

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1086,18 +1026,18 @@ }, { "_id": "LkqoPLbd36O1aC7V", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Leadership", "sort": 4800000, "src": null, "system": {}, "text": { - "content": "

Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the party's growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign.

ORGANIZATION STATISTICS BY LEVEL

LevelMax FollowersLieutenant LevelLieutenantsLevels
11-20--
23-40--
35-6011
47-9011
510-13011
614-18122
719-27122
828-36132-3
937-5314-52-3
1054-7526-73-4
1176-9928-103-4
12100-150211-153-5
13151-215216-223-5
14216-300323-304-6
15301-425331-424-6
16426-600343-604-7
17601-850361-854-7
18851-1,200486-1205-8
191,201-1,7004121-1705-8
201,701-2,4004171-2405-9

Running Leadership

When running a game with the leadership subsystem, adding new NPCs who join the PCs' cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate—sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization.

Leadership Events

During downtime, or over the course of long stretches of time when the PCs aren't in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories.

Opportunity: An opportunity offers the PCs a chance to make a consequential decision that shapes the organization moving forward. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs' mercenary fort. Accepting gives the PCs money, but they'll have to deal with the consortium's unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin.

Trouble: Something's gone wrong with the organization. Perhaps the thieves' guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out.

Windfall: The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs' adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas.

Section: Subsystem and Variant RulesPathfinder GM Core pg. 204-205

", + "content": "

Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the party's growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign.

ORGANIZATION STATISTICS BY LEVEL

Level

Max Followers

Lieutenant Level

Lieutenants

Levels

1

1-2

0

-

-

2

3-4

0

-

-

3

5-6

0

1

1

4

7-9

0

1

1

5

10-13

0

1

1

6

14-18

1

2

2

7

19-27

1

2

2

8

28-36

1

3

2-3

9

37-53

1

4-5

2-3

10

54-75

2

6-7

3-4

11

76-99

2

8-10

3-4

12

100-150

2

11-15

3-5

13

151-215

2

16-22

3-5

14

216-300

3

23-30

4-6

15

301-425

3

31-42

4-6

16

426-600

3

43-60

4-7

17

601-850

3

61-85

4-7

18

851-1,200

4

86-120

5-8

19

1,201-1,700

4

121-170

5-8

20

1,701-2,400

4

171-240

5-9

Running Leadership

When running a game with the leadership subsystem, adding new NPCs who join the PCs' cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate—sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization.

Leadership Events

During downtime, or over the course of long stretches of time when the PCs aren't in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories.

Opportunity: An opportunity offers the PCs a chance to make a consequential decision that shapes the organization moving forward. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs' mercenary fort. Accepting gives the PCs money, but they'll have to deal with the consortium's unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin.

Trouble: Something's gone wrong with the organization. Perhaps the thieves' guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out.

Windfall: The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs' adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas.

Section: Subsystem and Variant RulesPathfinder GM Core pg. 204-205

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1108,18 +1048,18 @@ }, { "_id": "gGbJqPCTf6iJsJr6", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Hexploration", "sort": 4750000, "src": null, "system": {}, "text": { - "content": "

RANDOM TERRAIN TYPE

1d20Result
1-3Plains
4-5Desert
6-7Aquatic (lake, sea, or ocean)
8-9Mountain
10-11Forest
12Swamp
13Arctic
14-20Match the previous hex

RANDOM TERRAIN FEATURE

1d20Result
1-3Landmark A feature of some significance that distinguishes the hex as noteworthy.
4-6Secret The hex contains a secret the party uncovers upon exploring the hex.
7-9Resource The hex contains some valuable resource appropriate to the terrain.
10-20Standard A standard representation of the terrain type.

HEXPLORATION ACTIVITIES PER DAY

SpeedActivities per Day
10 feet or less1/2
15-25 feet1
30-40 feet2
45-55 feet3
60 feet or more4

Group Activities

@UUID[Compendium.pf2e.actionspf2e.Item.Travel]

@Embed[Compendium.pf2e.actionspf2e.Item.Z8aa6afUterlfh5i inline]


@UUID[Compendium.pf2e.actionspf2e.Item.Reconnoiter]

@Embed[Compendium.pf2e.actionspf2e.Item.QIrJJ1pl4H6DctaQ inline]


Individual Activities

@UUID[Compendium.pf2e.actionspf2e.Item.Fortify Camp]

@Embed[Compendium.pf2e.actionspf2e.Item.KvVdGkUi0iJwapvD inline]


@UUID[Compendium.pf2e.actionspf2e.Item.Map the Area]

@Embed[Compendium.pf2e.actionspf2e.Item.Ba9EuLV1I2b1ue9P inline]


Existing Activities

Characters can use the Subsist downtime activity, which follows the same rules but assumes they're using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to Subsist normally still apply here. In general, the various @UUID[.qbFZJybp6aFvj1VR]{Exploration Activities} (except Hustle) can be used as individual hexploration activities, as can @UUID[.nhYDtKvrdKi55HU2]{Skill Actions}, at the GM's discretion.

Random Encounters

RANDOM ENCOUNTER CHANCE

Terrain TypeFlat Check DC*
Aquatic17
Arctic17
Desert17
Forest14
Mountain16
Plains12
Swamp14
*On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs.

RANDOM ENCOUNTER TYPE

1d10Encounter
1-5Harmless
6-7Hazard
8-10Creature

Section: Subsystem and Variant RulesPathfinder GM Core pg. 208-209

", + "content": "

RANDOM TERRAIN TYPE

1d20

Result

1-3

Plains

4-5

Desert

6-7

Aquatic (lake, sea, or ocean)

8-9

Mountain

10-11

Forest

12

Swamp

13

Arctic

14-20

Match the previous hex

RANDOM TERRAIN FEATURE

1d20

Result

1-3

Landmark A feature of some significance that distinguishes the hex as noteworthy.

4-6

Secret The hex contains a secret the party uncovers upon exploring the hex.

7-9

Resource The hex contains some valuable resource appropriate to the terrain.

10-20

Standard A standard representation of the terrain type.

HEXPLORATION ACTIVITIES PER DAY

Speed

Activities per Day

10 feet or less

1/2

15-25 feet

1

30-40 feet

2

45-55 feet

3

60 feet or more

4

Group Activities

@UUID[Compendium.pf2e.actionspf2e.Item.Travel]

@Embed[Compendium.pf2e.actionspf2e.Item.Z8aa6afUterlfh5i inline]


@UUID[Compendium.pf2e.actionspf2e.Item.Reconnoiter]

@Embed[Compendium.pf2e.actionspf2e.Item.QIrJJ1pl4H6DctaQ inline]


Individual Activities

@UUID[Compendium.pf2e.actionspf2e.Item.Fortify Camp]

@Embed[Compendium.pf2e.actionspf2e.Item.KvVdGkUi0iJwapvD inline]


@UUID[Compendium.pf2e.actionspf2e.Item.Map the Area]

@Embed[Compendium.pf2e.actionspf2e.Item.Ba9EuLV1I2b1ue9P inline]


Existing Activities

Characters can use the Subsist downtime activity, which follows the same rules but assumes they're using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to Subsist normally still apply here. In general, the various @UUID[.qbFZJybp6aFvj1VR]{Exploration Activities} (except Hustle) can be used as individual hexploration activities, as can @UUID[.nhYDtKvrdKi55HU2]{Skill Actions}, at the GM's discretion.

Random Encounters

RANDOM ENCOUNTER CHANCE

Terrain Type

Flat Check DC*

Aquatic

17

Arctic

17

Desert

17

Forest

14

Mountain

16

Plains

12

Swamp

14

*On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs.

RANDOM ENCOUNTER TYPE

1d10

Encounter

1-5

Harmless

6-7

Hazard

8-10

Creature

Section: Subsystem and Variant RulesPathfinder GM Core pg. 208-209

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1130,18 +1070,18 @@ }, { "_id": "O357iNXwHotbecK1", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Resting", "sort": 3450000, "src": null, "system": {}, "text": { - "content": "

Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways.

A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.

Sleeping in armor results in poor rest and causes a character to wake up @UUID[Compendium.pf2e.conditionitems.Item.Fatigued]. If a character would have recovered from fatigue, sleeping in armor prevents it.

If a character goes more than 16 hours without going to sleep, they become @UUID[Compendium.pf2e.conditionitems.Item.Fatigued].

Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 50 for these rules.

Watches and Rest

Group SizeTotal TimeDuration of Each Watch
216 hours8 hours
312 hours4 hours
410 hours, 40 minutes2 hours, 40 minutes
510 hours2 hours
69 hours, 36 minutes1 hour, 36 minutes

Section: Running the GamePathfinder GM Core pg. 42-43

", + "content": "

Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways.

A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.

Sleeping in armor results in poor rest and causes a character to wake up @UUID[Compendium.pf2e.conditionitems.Item.Fatigued]. If a character would have recovered from fatigue, sleeping in armor prevents it.

If a character goes more than 16 hours without going to sleep, they become @UUID[Compendium.pf2e.conditionitems.Item.Fatigued].

Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 50 for these rules.

Watches and Rest

Group Size

Total Time

Duration of Each Watch

2

16 hours

8 hours

3

12 hours

4 hours

4

10 hours, 40 minutes

2 hours, 40 minutes

5

10 hours

2 hours

6

9 hours, 36 minutes

1 hour, 36 minutes

Section: Running the GamePathfinder GM Core pg. 42-43

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1152,18 +1092,18 @@ }, { "_id": "8jKbVJi0VzlwbS3Q", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Traits", "sort": 1975000, "src": null, "system": {}, "text": { - "content": "

Armor Traits

TraitDescription

Bulwark

@Localize[PF2E.TraitDescriptionBulwark]

Comfort

@Localize[PF2E.TraitDescriptionComfort]

Flexible

@Localize[PF2E.TraitDescriptionFlexible]

Noisy

@Localize[PF2E.TraitDescriptionNoisy]

Pathfinder Player Core pg. 271-272

Weapon Traits

Weapons and unarmed attacks can have these traits. Weapons crafted and used by a given ancestry (such as the elven curve blade) often have the trait for that ancestry.

TraitDescription

Agile

@Localize[PF2E.TraitDescriptionAgile]

Attached

@Localize[PF2E.TraitDescriptionAttached]

Backstabber

@Localize[PF2E.TraitDescriptionBackstabber]

Backswing

@Localize[PF2E.TraitDescriptionBackswing]

Concealable

@Localize[PF2E.TraitDescriptionConcealable]

Deadly

@Localize[PF2E.TraitDescriptionDeadly]

Disarm

@Localize[PF2E.TraitDescriptionDisarm]

Fatal

@Localize[PF2E.TraitDescriptionFatal]

Finesse

@Localize[PF2E.TraitDescriptionFinesse]

Forceful

@Localize[PF2E.TraitDescriptionForceful]

Free-Hand

@Localize[PF2E.TraitDescriptionFreeHand]

Grapple

@Localize[PF2E.TraitDescriptionGrapple]

Jousting

@Localize[PF2E.TraitDescriptionJousting]

Monk

@Localize[PF2E.TraitDescriptionMonk]

Nonlethal

@Localize[PF2E.TraitDescriptionNonlethal]

Parry

@Localize[PF2E.TraitDescriptionParry]

Propulsive

@Localize[PF2E.TraitDescriptionPropulsive]

Ranged Trip

@Localize[PF2E.TraitDescriptionRangedTrip]

Reach

@Localize[PF2E.TraitDescriptionReach]

Shove

@Localize[PF2E.TraitDescriptionShove]

Sweep

@Localize[PF2E.TraitDescriptionSweep]

Thrown

@Localize[PF2E.TraitDescriptionThrown]

Trip

@Localize[PF2E.TraitDescriptionTrip]

Twin

@Localize[PF2E.TraitDescriptionTwin]

Two-Hand

@Localize[PF2E.TraitDescriptionTwoHand]

Unarmed

@Localize[PF2E.TraitDescriptionUnarmed]

Versatile

@Localize[PF2E.TraitDescriptionVersatile]

Volley

@Localize[PF2E.TraitDescriptionVolley]

Pathfinder Player Core pg. 282-283

General Traits

TraitDescription

Additive

@Localize[PF2E.TraitDescriptionAdditive]

Deadly

@Localize[PF2E.TraitDescriptionDeadly]

Death

@Localize[PF2E.TraitDescriptionDeath]

Flourish

@Localize[PF2E.TraitDescriptionFlourish]

Finesse

@Localize[PF2E.TraitDescriptionFinesse]

Move

@Localize[PF2E.TraitDescriptionMove]

Press

@Localize[PF2E.TraitDescriptionPress]

Spellshape

@Localize[PF2E.TraitDescriptionSpellshape]

Stance

@Localize[PF2E.TraitDescriptionStance]

Section: Playing the GamePathfinder Player Core

", + "content": "

Armor Traits

Trait

Description

Bulwark

@Localize[PF2E.TraitDescriptionBulwark]

Comfort

@Localize[PF2E.TraitDescriptionComfort]

Flexible

@Localize[PF2E.TraitDescriptionFlexible]

Noisy

@Localize[PF2E.TraitDescriptionNoisy]

Pathfinder Player Core pg. 271-272

Weapon Traits

Weapons and unarmed attacks can have these traits. Weapons crafted and used by a given ancestry (such as the elven curve blade) often have the trait for that ancestry.

Trait

Description

Agile

@Localize[PF2E.TraitDescriptionAgile]

Attached

@Localize[PF2E.TraitDescriptionAttached]

Backstabber

@Localize[PF2E.TraitDescriptionBackstabber]

Backswing

@Localize[PF2E.TraitDescriptionBackswing]

Concealable

@Localize[PF2E.TraitDescriptionConcealable]

Deadly

@Localize[PF2E.TraitDescriptionDeadly]

Disarm

@Localize[PF2E.TraitDescriptionDisarm]

Fatal

@Localize[PF2E.TraitDescriptionFatal]

Finesse

@Localize[PF2E.TraitDescriptionFinesse]

Forceful

@Localize[PF2E.TraitDescriptionForceful]

Free-Hand

@Localize[PF2E.TraitDescriptionFreeHand]

Grapple

@Localize[PF2E.TraitDescriptionGrapple]

Jousting

@Localize[PF2E.TraitDescriptionJousting]

Monk

@Localize[PF2E.TraitDescriptionMonk]

Nonlethal

@Localize[PF2E.TraitDescriptionNonlethal]

Parry

@Localize[PF2E.TraitDescriptionParry]

Propulsive

@Localize[PF2E.TraitDescriptionPropulsive]

Ranged Trip

@Localize[PF2E.TraitDescriptionRangedTrip]

Reach

@Localize[PF2E.TraitDescriptionReach]

Shove

@Localize[PF2E.TraitDescriptionShove]

Sweep

@Localize[PF2E.TraitDescriptionSweep]

Thrown

@Localize[PF2E.TraitDescriptionThrown]

Trip

@Localize[PF2E.TraitDescriptionTrip]

Twin

@Localize[PF2E.TraitDescriptionTwin]

Two-Hand

@Localize[PF2E.TraitDescriptionTwoHand]

Unarmed

@Localize[PF2E.TraitDescriptionUnarmed]

Versatile

@Localize[PF2E.TraitDescriptionVersatile]

Volley

@Localize[PF2E.TraitDescriptionVolley]

Pathfinder Player Core pg. 282-283

General Traits

Trait

Description

Additive

@Localize[PF2E.TraitDescriptionAdditive]

Deadly

@Localize[PF2E.TraitDescriptionDeadly]

Death

@Localize[PF2E.TraitDescriptionDeath]

Flourish

@Localize[PF2E.TraitDescriptionFlourish]

Finesse

@Localize[PF2E.TraitDescriptionFinesse]

Move

@Localize[PF2E.TraitDescriptionMove]

Press

@Localize[PF2E.TraitDescriptionPress]

Spellshape

@Localize[PF2E.TraitDescriptionSpellshape]

Stance

@Localize[PF2E.TraitDescriptionStance]

Section: Playing the GamePathfinder Player Core

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1174,7 +1114,7 @@ }, { "_id": "a7RGk2IiPaC3bLkf", - "category": null, + "category": "UETWXG7yvlN3eIbb", "image": {}, "name": "Player Screen", "sort": -1000000, @@ -1196,18 +1136,18 @@ }, { "_id": "8gcp880pEWZ9VPnF", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Summon Trait", "sort": 2012500, "src": null, "system": {}, "text": { - "content": "

Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in Monster Core and similar books. Unless noted otherwise, the creature must be common, it gains the summoned trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like summon instrument, work as explained in the spell.

Spell RankMaximum Creature Level
1st–1
2nd1
3rd2
4th3
5th5
6th7
7th9
8th11
9th13
10th15

Pathfinder Player Core pg. 360

", + "content": "

Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in Monster Core and similar books. Unless noted otherwise, the creature must be common, it gains the summoned trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like summon instrument, work as explained in the spell.

Spell Rank

Maximum Creature Level

1st

–1

2nd

1

3rd

2

4th

3

5th

5

6th

7

7th

9

8th

11

9th

13

10th

15

Pathfinder Player Core pg. 360

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1218,18 +1158,18 @@ }, { "_id": "EdDpecb4EKATiYJH", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Mythic Characters", "sort": 4900000, "src": null, "system": {}, "text": { - "content": "
Mythic Rules Summary

Mythic Proficiency Bonus: A proficiency bonus equal to 10 + your level, accessed with certain mythic feats.

Mythic Points: Gain 3 at the start of a session, and can have 3 maximum at any time.

Restoring Points: You can regain Mythic Points by slaying a mythic opponent, completing a mythic deed, or following your Calling.

Mythic Calling: The initial ability that lets you access mythic power.

Mythic Feats: You gain additional mythic feats at 2nd, 4th, 6th, 8th, and 10th level.

Mythic Destines: At 12th level, you enter your mythic destiny, which you have for the rest of your story as an adventurer and on into immortality. You gain its mythic feats at 12th, 14th, 16th, 18th, and 20th levels.

Mythic characters can gain their mythic power through a variety of means: it can be granted by a deity, gained by slaying a mythic monster or completing a mythic deed, acquired through exposure to a powerful artifact, obtained during an event when mythic power is unleashed over a large area (like the Godsrain), or via other means as determined by the GM and the story being told. Every character gains a mythic Calling when they first gain mythic power, which influences some of the fundamental nature of their power. They also gain mythic feats and, ultimately, a mythic destiny.

The following sections explain how becoming mythic affects a PC.

Mythic Proficiency

Mythic characters have access to abilities that allow them to roll various checks using mythic proficiency instead of their normal proficiency. These abilities typically involve drawing on your reserves of mythic power to perform superhuman exploits that would be beyond normal mortal capabilities. Your proficiency bonus when using mythic proficiency is 10 plus your level. Mythic proficiency is the step above legendary proficiency, so a character attempting a check at mythic proficiency can complete any task that normally requires a specific proficiency, even if they wouldn't normally meet that requirement (such as disabling a hazard that normally requires expert or greater proficiency.)

Unlike trained, expert, master, and legendary proficiency, you use mythic proficiency only when an ability tells you to, and these abilities typically require you to expend a Mythic Point to gain their benefits.

Mythic Points

The mythic power instilled in you gives you a pool of Mythic Points. Unlike most aspects of your character, which persist over the long term, Mythic Points last for only a single session. Mythic Points are required to cast mythic spells, use some mythic feats, activate mythic items, and can be required to attempt some mythic deeds (see below).

Each mythic character starts the session with 3 Mythic Points and can have a maximum of 3 Mythic Points at any time. If you have Mythic Points, you do not gain Hero Points.

Mythic Deeds

A mythic deed is a task, often in the form of a hazard or noncombat challenge, that restores an adventuring party's Mythic Points once successfully navigated. It's even possible that a party might uncover their Callings after completing their first mythic deed as non-mythic characters. A mythic deed should generally be at least a moderate challenge for a party of the characters' level or involve a combination of hard and very hard skill checks for the @UUID[.pBS3DUjlzVuFgapv]{PCs' level}; if the deed is easily accomplished without using mythic resources, it isn't a mythic deed.

Many mythic monsters have mythic deeds associated with them. These can serve as examples for creating your own mythic deeds as a GM and are often intended to allow players to interact with the monster at a level where fighting the creature would be unwise or unrewarding.

A mythic deed tied to a monster doesn't necessarily need to be presented at a different level than the monster it's associated with. For mythic monsters whose presence in a campaign is only intended to last a single session, it's likely that any associated mythic deeds will be no more than 2 levels higher than the monster and no more than 2 levels lower.

Recovering Mythic Points

Mythic power is a rare and precious resource. While it accrues and recovers naturally within mythic characters over time, it can be difficult to accrue during the heat of combat. The following are ways a character might regain Mythic Points during a session.

Death and Dying as a Mythic Character

Mythic characters are much harder to kill than normal heroes. When a mythic character's dying value would reach an amount sufficient to kill them (usually 4), they instead increase their doomed value by 1 and stabilize at 0 Hit Points. A mythic character doesn't permanently die until their doomed value reaches 4. As normal, a mythic character's doomed value decreases by 1 each time they get a full night's rest.

", + "content": "

Mythic Rules Summary

Mythic Proficiency Bonus: A proficiency bonus equal to 10 + your level, accessed with certain mythic feats.

Mythic Points: Gain 3 at the start of a session, and can have 3 maximum at any time.

Restoring Points: You can regain Mythic Points by slaying a mythic opponent, completing a mythic deed, or following your Calling.

Mythic Calling: The initial ability that lets you access mythic power.

Mythic Feats: You gain additional mythic feats at 2nd, 4th, 6th, 8th, and 10th level.

Mythic Destines: At 12th level, you enter your mythic destiny, which you have for the rest of your story as an adventurer and on into immortality. You gain its mythic feats at 12th, 14th, 16th, 18th, and 20th levels.

Mythic characters can gain their mythic power through a variety of means: it can be granted by a deity, gained by slaying a mythic monster or completing a mythic deed, acquired through exposure to a powerful artifact, obtained during an event when mythic power is unleashed over a large area (like the Godsrain), or via other means as determined by the GM and the story being told. Every character gains a mythic Calling when they first gain mythic power, which influences some of the fundamental nature of their power. They also gain mythic feats and, ultimately, a mythic destiny.

The following sections explain how becoming mythic affects a PC.

Mythic Proficiency

Mythic characters have access to abilities that allow them to roll various checks using mythic proficiency instead of their normal proficiency. These abilities typically involve drawing on your reserves of mythic power to perform superhuman exploits that would be beyond normal mortal capabilities. Your proficiency bonus when using mythic proficiency is 10 plus your level. Mythic proficiency is the step above legendary proficiency, so a character attempting a check at mythic proficiency can complete any task that normally requires a specific proficiency, even if they wouldn't normally meet that requirement (such as disabling a hazard that normally requires expert or greater proficiency.)

Unlike trained, expert, master, and legendary proficiency, you use mythic proficiency only when an ability tells you to, and these abilities typically require you to expend a Mythic Point to gain their benefits.

Mythic Points

The mythic power instilled in you gives you a pool of Mythic Points. Unlike most aspects of your character, which persist over the long term, Mythic Points last for only a single session. Mythic Points are required to cast mythic spells, use some mythic feats, activate mythic items, and can be required to attempt some mythic deeds (see below).

Each mythic character starts the session with 3 Mythic Points and can have a maximum of 3 Mythic Points at any time. If you have Mythic Points, you do not gain Hero Points.

Mythic Deeds

A mythic deed is a task, often in the form of a hazard or noncombat challenge, that restores an adventuring party's Mythic Points once successfully navigated. It's even possible that a party might uncover their Callings after completing their first mythic deed as non-mythic characters. A mythic deed should generally be at least a moderate challenge for a party of the characters' level or involve a combination of hard and very hard skill checks for the @UUID[.pBS3DUjlzVuFgapv]{PCs' level}; if the deed is easily accomplished without using mythic resources, it isn't a mythic deed.

Many mythic monsters have mythic deeds associated with them. These can serve as examples for creating your own mythic deeds as a GM and are often intended to allow players to interact with the monster at a level where fighting the creature would be unwise or unrewarding.

A mythic deed tied to a monster doesn't necessarily need to be presented at a different level than the monster it's associated with. For mythic monsters whose presence in a campaign is only intended to last a single session, it's likely that any associated mythic deeds will be no more than 2 levels higher than the monster and no more than 2 levels lower.

Recovering Mythic Points

Mythic power is a rare and precious resource. While it accrues and recovers naturally within mythic characters over time, it can be difficult to accrue during the heat of combat. The following are ways a character might regain Mythic Points during a session.

Death and Dying as a Mythic Character

Mythic characters are much harder to kill than normal heroes. When a mythic character's dying value would reach an amount sufficient to kill them (usually 4), they instead increase their doomed value by 1 and stabilize at 0 Hit Points. A mythic character doesn't permanently die until their doomed value reaches 4. As normal, a mythic character's doomed value decreases by 1 each time they get a full night's rest.

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1240,18 +1180,18 @@ }, { "_id": "OiRwxbfLNUniLg15", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Special Battles", "sort": 3487500, "src": null, "system": {}, "text": { - "content": "

Mounted Combat

You can ride some creatures into combat. As noted in the @UUID[Compendium.pf2e.actionspf2e.Item.Mount] specialty basic action, your mount needs to be willing and at least one size larger than you. Your mount acts on your initiative. You must use the @UUID[Compendium.pf2e.actionspf2e.Item.Command an Animal] action to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the @UUID[Compendium.pf2e.feats-srd.Item.Ride] general feat, you succeed automatically when you Command an Animal that's your mount.

For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.

Mounted Attacks

You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then Command an Animal to have your mount Strike, your mount's attack takes a –5 multiple attack penalty. You occupy every square of your mount's space for the purpose of making attacks. If you were a Medium creature on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side. On a Medium or smaller mount, use the normal reach of an attack. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach. Use the adjusted reach for determining flanking and other rules that depend on reach.

Mounted Defenses

Attackers can target either you or your mount. An area effect affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way (as determined by the GM). Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount.

@UUID[Compendium.pf2e.other-effects.Item.Effect: Mounted]

Aerial Combat

Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action to move through the air. Performing an especially tricky maneuver might require using Acrobatics to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 421. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't @UUID[Compendium.pf2e.actionspf2e.Item.Leap].

Aquatic Combat

Use these rules for battles in water or underwater:

@UUID[Compendium.pf2e.other-effects.Item.Effect: Aquatic Combat]

Drowning and Suffocating

You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including Casting a Spell) you lose all remaining air.

@UUID[Compendium.pf2e.other-effects.Item.Effect: Remaining Air]

When you run out of air, you fall @UUID[Compendium.pf2e.conditionitems.Item.Unconscious] and start suffocating. You can't recover from being unconscious and must attempt a DC 20 @Check[fortitude] save at the end of each of your turns. On a failure, you take @Damage[1d10[untyped]] damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points).

Section: Playing the GamePathfinder Player Core pg. 437

", + "content": "

Mounted Combat

You can ride some creatures into combat. As noted in the @UUID[Compendium.pf2e.actionspf2e.Item.Mount] specialty basic action, your mount needs to be willing and at least one size larger than you. Your mount acts on your initiative. You must use the @UUID[Compendium.pf2e.actionspf2e.Item.Command an Animal] action to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the @UUID[Compendium.pf2e.feats-srd.Item.Ride] general feat, you succeed automatically when you Command an Animal that's your mount.

For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.

Mounted Attacks

You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then Command an Animal to have your mount Strike, your mount's attack takes a –5 multiple attack penalty. You occupy every square of your mount's space for the purpose of making attacks. If you were a Medium creature on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side. On a Medium or smaller mount, use the normal reach of an attack. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach. Use the adjusted reach for determining flanking and other rules that depend on reach.

Mounted Defenses

Attackers can target either you or your mount. An area effect affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way (as determined by the GM). Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount.

@UUID[Compendium.pf2e.other-effects.Item.Effect: Mounted]

Aerial Combat

Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action to move through the air. Performing an especially tricky maneuver might require using Acrobatics to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 421. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't @UUID[Compendium.pf2e.actionspf2e.Item.Leap].

Aquatic Combat

Use these rules for battles in water or underwater:

@UUID[Compendium.pf2e.other-effects.Item.Effect: Aquatic Combat]

Drowning and Suffocating

You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including Casting a Spell) you lose all remaining air.

@UUID[Compendium.pf2e.other-effects.Item.Effect: Remaining Air]

When you run out of air, you fall @UUID[Compendium.pf2e.conditionitems.Item.Unconscious] and start suffocating. You can't recover from being unconscious and must attempt a DC 20 @Check[fortitude] save at the end of each of your turns. On a failure, you take @Damage[1d10[untyped]] damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points).

Section: Playing the GamePathfinder Player Core pg. 437

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1262,18 +1202,18 @@ }, { "_id": "CtFrwkS2yJ64080e", - "category": null, + "category": "kitbT36EV0VRh7nG", "image": {}, "name": "Attitudes", "sort": -812500, "src": null, "system": {}, "text": { - "content": "

Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. The attitudes are summarized here.

@UUID[Compendium.pf2e.campaign-effects.Item.Effect: Attitude]

No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.

Section: SkillsPathfinder Player Core pg. 239

", + "content": "

Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. The attitudes are summarized here.

@UUID[Compendium.pf2e.campaign-effects.Item.Effect: Attitude]

No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use Diplomacy results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond.

Section: SkillsPathfinder Player Core pg. 239

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1284,18 +1224,18 @@ }, { "_id": "tjuR9WvTxFNXQbwv", - "category": null, + "category": "XjPJozSumWKRXBSJ", "image": {}, "name": "Weather Effects", "sort": 3468750, "src": null, "system": {}, "text": { - "content": "
CategoryTemperatureFatigueDamage
Incredible cold–80ºF or colder2 hoursModerate cold every minute
Extreme cold–79ºF to –20ºF4 hoursMinor cold every 10 minutes
Severe cold–21ºF to 12ºF4 hoursMinor cold every hour
Mild cold13ºF to 32ºF4 hoursNone
Normal33ºF to 94ºF8 hoursNone
Mild heat95ºF* to 104ºF*4 hoursNone
Severe heat105ºF* to 114ºF4 hoursMinor fire every hour
Extreme heat115ºF to 139ºF4 hoursMinor fire every 10 minutes
Incredible heat140ºF or warmer2 hoursModerate fire every minute
* Adjust temperatures down by 15º in areas of high humidity

Section: Running the GamePathfinder GM Core pg. 95

", + "content": "

Category

Temperature

Fatigue

Damage

Incredible cold

–80ºF or colder

2 hours

Moderate cold every minute

Extreme cold

–79ºF to –20ºF

4 hours

Minor cold every 10 minutes

Severe cold

–21ºF to 12ºF

4 hours

Minor cold every hour

Mild cold

13ºF to 32ºF

4 hours

None

Normal

33ºF to 94ºF

8 hours

None

Mild heat

95ºF* to 104ºF*

4 hours

None

Severe heat

105ºF* to 114ºF

4 hours

Minor fire every hour

Extreme heat

115ºF to 139ºF

4 hours

Minor fire every 10 minutes

Incredible heat

140ºF or warmer

2 hours

Moderate fire every minute

* Adjust temperatures down by 15º in areas of high humidity

Section: Running the GamePathfinder GM Core pg. 95

", "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text", @@ -1306,7 +1246,7 @@ }, { "_id": "QI7GIga4fZNCFh2M", - "category": null, + "category": "iRqU6roy9zfUsShV", "image": {}, "name": "Level 0 Characters", "sort": 3750000, @@ -1317,7 +1257,7 @@ "format": 1 }, "title": { - "level": 2, + "level": 1, "show": true }, "type": "text",