[{"alignment": "N", "category": "plane", "id": "plane-1", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Material Plane](/Planes.aspx?ID=1)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 138\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** Elder Mythos pantheon, [Gozreh](/Deities.aspx?ID=8)\r\n\r\n**Native Inhabitants** [dwarves](/Ancestries.aspx?ID=1), [elves](/Ancestries.aspx?ID=2), [halflings](/Ancestries.aspx?ID=5), [humans](/Ancestries.aspx?ID=6), [gnomes](/Ancestries.aspx?ID=3), [goblins](/MonsterFamilies.aspx?ID=55), and countless other ancestries\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe Material Plane is the prosaic universe and the home of mortal life. Innumerable galaxies play host to countless stars and their planets, each housing unique settings for any campaign, with Golarion as the classic example. Other worlds of note like Castrovel, Akiton, and Eox exist within Golarion\u2019s own solar system, and then beyond this, orbiting other distant stars or in other galaxies still, worlds such as Androffa, Carcosa, and even Earth swirl within the Material Plane\u2019s vast and silent void. \n\nYet for all the profound wonder and diversity of life that the Material Plane houses, in the dark places between the stars, known as the Dark Tapestry, lurk the inimical gods known as the Outer Gods and Great Old Ones, the sinister collective known as the Dominion of the Black.\n\n The Material Plane serves as the destination for pre-incarnate souls, each mortal life born, living, and dying before sending its spirit toward the planes of the Outer Sphere for judgment. The Material Plane is likewise the focus of the gods, each of whom is invested in fostering their own particular portfolio among mortal worshippers and the material world at large.", "name": "Material Plane", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-26"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 138\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Material Plane is the prosaic universe and the home of mortal life. Innumerable galaxies play host to countless stars and their planets, each \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 138", "speed": {}, "summary_markdown": "The Material Plane is the prosaic universe and the home of mortal life. Innumerable galaxies play host to countless stars and their planets, each \u2026", "trait": ["N"], "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=1", "weakness": {}}, {"alignment": "N", "category": "plane", "id": "plane-2", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Negative Energy Plane](/Planes.aspx?ID=2)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Negative\" url=\"/Traits.aspx?ID=118\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n<trait label=\"Unbounded\" url=\"/Traits.aspx?ID=293\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 139\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** none\r\n\r\n**Native Inhabitants** [sceaduinars](/Monsters.aspx?ID=794), [wraiths](/Monsters.aspx?ID=417), and other [undead](/Traits.aspx?ID=160)\n\n</column>\r\n\r\n---\r\n\r\nThe vast void of the Negative Energy Plane is a merciless, lightless expanse of manifest destruction and nothingness. Sapping and consuming the life force of any living creature exposed to its energies, it corrodes and disintegrates material objects to rubble, then dust, and then nothing at all. Yet the Void contains its own form of anti-life. At their densest concentration, the plane\u2019s energies aggregate into bizarre, black crystalline snowflake structures, and these irregularities spontaneously generate the plane\u2019s resident sceaduinars. Dwelling in beautiful, deadly cities drifting in the vacuous darkness, these so-called void raptors are incapable of true creation and blame this flaw on some ancient betrayal by their rivals on the Positive Energy Plane. Sceaduinars react violently not only toward creatures sustained by positive energy, but also toward undead, whom they view as unnatural parasites unworthy of their plane\u2019s energies.\n\n The black depths also swarm with undead, creatures doomed to a mockery of life by the interaction of their souls with the plane\u2019s entropic energy. Yet for all the horrors posed by the plane\u2019s environment, inhabitants, and its undead victims, its depths nevertheless hide rare refuges for planar travelers. Malikar\u2019s Keep offers shelter, for a price, to those willing to bargain with its titular lich master, while elsewhere the depths hide entire lost worlds such as Fallen Duromak, and deadly mysteries like the planet-sized, undead-entrapping glass sphere, Eternity\u2019s Doorstep.", "name": "Negative Energy Plane", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-28"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Negative\" url=\"/Traits.aspx?ID=118\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n<trait label=\"Unbounded\" url=\"/Traits.aspx?ID=293\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 139\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe vast void of the Negative Energy Plane is a merciless, lightless expanse of manifest destruction and nothingness. Sapping and consuming the life \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 139", "speed": {}, "summary_markdown": "The vast void of the Negative Energy Plane is a merciless, lightless expanse of manifest destruction and nothingness. Sapping and consuming the life \u2026", "trait": ["Negative", "Subjective Gravity", "Unbounded", "N", "Void"], "trait_markdown": "[Negative](/Traits.aspx?ID=118), [Subjective Gravity](/Traits.aspx?ID=290), [Unbounded](/Traits.aspx?ID=293)", "type": "Plane", "url": "/Planes.aspx?ID=2", "weakness": {}}, {"alignment": "N", "category": "plane", "id": "plane-3", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Positive Energy Plane](/Planes.aspx?ID=3)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Positive\" url=\"/Traits.aspx?ID=128\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n<trait label=\"Unbounded\" url=\"/Traits.aspx?ID=293\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 139\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** none\r\n\r\n**Native Inhabitants** [jyoti](/Monsters.aspx?ID=708), [petitioners](/Monsters.aspx?ID=758) (enlightened)\n\n</column>\r\n\r\n---\r\n\r\nKnown as Creation\u2019s Forge, the Positive Energy Plane is at once the source of life-sustaining positive energy, the origin of all pre-incarnate mortal souls, and paradoxically the most innately hostile of all of the planes. While positive energy is deadly to [undead](/Traits.aspx?ID=160) and beneficial to living beings, such is the intensity of the plane that unmitigated exposure ultimately incinerates any extraplanar beings without sufficient magical protection. The most apt comparison for the plane\u2019s interior is that of the heart of a burning star, and indeed the stars of the Material Plane each house natural portals to the Positive Energy Plane within their glowing, potent cores to foster the movement of pre-incarnate souls in their first steps in the great cycle of life and death.\n\n Brilliant and blinding, the plane\u2019s interior is sparsely populated, and the resident phoenix-kin jyoti are intensely xenophobic. Dwelling in glimmering, radiant crystalline cities such as Arudrellisiir, they view themselves as gardeners and guardians of souls spawned from their realm\u2019s burning quintessence. Intensely distrustful of gods and their servitors, jyoti can nonetheless be bargained with, and they have frequently taken into their custodianship any number of artifacts and imprisoned beings considered too dangerous to house on any other plane.", "name": "Positive Energy Plane", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-27"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Positive\" url=\"/Traits.aspx?ID=128\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n<trait label=\"Unbounded\" url=\"/Traits.aspx?ID=293\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 139\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nKnown as Creation\u2019s Forge, the Positive Energy Plane is at once the source of life-sustaining positive energy, the origin of all pre-incarnate mortal \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 139", "speed": {}, "summary_markdown": "Known as Creation\u2019s Forge, the Positive Energy Plane is at once the source of life-sustaining positive energy, the origin of all pre-incarnate mortal \u2026", "trait": ["Positive", "Subjective Gravity", "Unbounded", "N", "Vitality"], "trait_markdown": "[Positive](/Traits.aspx?ID=128), [Subjective Gravity](/Traits.aspx?ID=290), [Unbounded](/Traits.aspx?ID=293)", "type": "Plane", "url": "/Planes.aspx?ID=3", "weakness": {}}, {"alignment": "N", "category": "plane", "element": ["Air"], "id": "plane-4", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Plane of Air](/Planes.aspx?ID=4)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Air\" url=\"/Traits.aspx?ID=5\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 139\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** [elemental lords of air](/DeityCategories.aspx?ID=8)\r\n\r\n**Native Inhabitants** [air elementals](/MonsterFamilies.aspx?ID=41), [cloud dragons](/MonsterFamilies.aspx?ID=176), [djinn](/Monsters.aspx?ID=212), [petitioners](/Monsters.aspx?ID=758) (air pneuma)\n\n</column>\r\n\r\n---\r\n\r\nThe Plane of Air, innermost of the Elemental Planes, is a vast realm of wind, storms, and skies. Illuminated by great artificial globes of flame and distant starlight from the material universe, the plane is populated by air elementals, dragons, mephits, and a great empire of djinn. Though mostly clouds and empty skies, the plane is not entirely bereft of solid ground, including rock and ice created by the residents or dragged into their realm from the distant Plane of Earth or neighboring Plane of Water, and bizarre, drifting spheres of brass and iron. While the former are aggressively fought over, most housing the cities of the vast djinn empire, the latter are almost entirely abandoned and shunned by the plane\u2019s inhabitants, who believe them cursed, entrapping forgotten, ancient enemies who once ravaged the plane.\n\n The djinn rule from their shining capital city of Armun Kelisk, built atop a series of seven floating islands. Their vast trade network crisscrosses the skies and ventures to other planes, kept aloft by natural and magical flight, including great airships that allow visitors to quickly and safely traverse the skies. The djinn are welcoming and gracious hosts to extraplanar travelers and adventurers, a perspective not shared by [Hshurha](/Deities.aspx?ID=103) the Duchess of All Winds, the evil elemental lord of air.", "name": "Plane of Air", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-29"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Air\" url=\"/Traits.aspx?ID=5\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 139\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Plane of Air, innermost of the Elemental Planes, is a vast realm of wind, storms, and skies. Illuminated by great artificial globes of flame and \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 139", "speed": {}, "summary_markdown": "The Plane of Air, innermost of the Elemental Planes, is a vast realm of wind, storms, and skies. Illuminated by great artificial globes of flame and \u2026", "trait": ["Air", "Subjective Gravity", "N"], "trait_markdown": "[Air](/Traits.aspx?ID=5), [Subjective Gravity](/Traits.aspx?ID=290)", "type": "Plane", "url": "/Planes.aspx?ID=4", "weakness": {}}, {"alignment": "N", "category": "plane", "element": ["Earth"], "id": "plane-5", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Plane of Earth](/Planes.aspx?ID=5)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Earth\" url=\"/Traits.aspx?ID=55\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 139\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** [elemental lords of earth](/DeityCategories.aspx?ID=8), [Nivi Rhombodazzle](/Deities.aspx?ID=44)\r\n\r\n**Native Inhabitants** [crystal dragons](/MonsterFamilies.aspx?ID=177), [earth elementals](/MonsterFamilies.aspx?ID=42), [petitioners](/Monsters.aspx?ID=758) (earth pneuma), [shaitans](/Monsters.aspx?ID=213)\n\n</column>\r\n\r\n---\r\n\r\nA great and rocky shell situated between the Plane of Fire and Plane of Water, the Eternal Delve hosts a unique and varied ecology of creatures at home in its rocky depths. Far from an endless, solid expanse, the Plane of Earth is riddled with great caverns and cave systems, excavated artificial vaults, vast crystalline geodes, and underground oceans and springs of magma where it borders its neighboring planes. Housing untold riches in gemstones and veins of precious metals, the Plane of Earth is an attractive setting for planar travelers seeking wealth and willing to risk danger and the wrath of elementals, shaitans, and other inhabitants who resent the plunder of their home.\n\n While elementals have little organized society, the shaitan genies\u2019 Peerless Empire rules much of the plane from its capital, the Opaline Vault\u2014a rainbow-lit city within a 30-mile-wide geode cavern. The shaitans have long been at war with the [efreet](/Monsters.aspx?ID=214) in the neighboring Plane of Fire, and while the earth genies are less prone to slavery than their rivals, the shaitans brook little dissent, and their rule can be harsh. They are downright welcoming, however, compared to [Ayrzul](/Deities.aspx?ID=102) the Fossilized King, the evil elemental lord of earth who rules a great expanse of rock from his radiation-poisoned domain, the Blistering Labyrinth.", "name": "Plane of Earth", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-30"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Earth\" url=\"/Traits.aspx?ID=55\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 139\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA great and rocky shell situated between the Plane of Fire and Plane of Water, the Eternal Delve hosts a unique and varied ecology of creatures at \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 139", "speed": {}, "summary_markdown": "A great and rocky shell situated between the Plane of Fire and Plane of Water, the Eternal Delve hosts a unique and varied ecology of creatures at \u2026", "trait": ["Earth", "N"], "trait_markdown": "[Earth](/Traits.aspx?ID=55)", "type": "Plane", "url": "/Planes.aspx?ID=5", "weakness": {}}, {"alignment": "N", "category": "plane", "element": ["Fire"], "id": "plane-6", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Plane of Fire](/Planes.aspx?ID=6)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 140\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** [elemental lords of fire](/DeityCategories.aspx?ID=8), Feronia\r\n\r\n**Native Inhabitants** [azers](/Monsters.aspx?ID=1074), [efreet](/Monsters.aspx?ID=214), [fire elementals](/MonsterFamilies.aspx?ID=43), [magma dragons](/MonsterFamilies.aspx?ID=178), [petitioners](/Monsters.aspx?ID=758) (fire pneuma)\n\n</column>\r\n\r\n---\r\n\r\nLike a great, gleaming ball of flame situated at the heart of the Astral Plane, the Plane of Fire is the outermost plane of the Inner Sphere. A perpetual ocean of fire with skies of smoke, storms of raining cinders, and lakes and rivers of magma flowing along its border with the Elemental Plane of Earth, the plane is incredibly hostile to those unprepared for its natural hazards. Yet it houses one of the most well-known and traversed cities in all the planes: the City of Brass, capital of the Dominion of Flame. Floating above a sea of fire upon a great hemisphere of magical brass, the City of Brass is a monument both to efreet cosmopolitan grandeur and tyranny, the latter embodied by the grand sultana of the efreet. Outside of the mercantile districts and the palaces and temples of the fire genies, the city houses a vast enslaved underclass of salamanders and others, including creatures from other planes.\n\n The efreeti domain is not absolute, and elsewhere in the plane are nations of fire mephits and the remains of an ancient azer empire. While they don\u2019t form any cohesive, organized nations, the plane\u2019s fire elementals are ruled over by the plane\u2019s most powerful entity, [Ymeri](/Deities.aspx?ID=108) the Queen of the Inferno, the evil elemental lord of fire whose reign has gone unquestioned since the imprisonment of her good-aligned rival [Atreia](/Deities.aspx?ID=101) eons ago.", "name": "Plane of Fire", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-31"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 140\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLike a great, gleaming ball of flame situated at the heart of the Astral Plane, the Plane of Fire is the outermost plane of the Inner Sphere. A \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 140", "speed": {}, "summary_markdown": "Like a great, gleaming ball of flame situated at the heart of the Astral Plane, the Plane of Fire is the outermost plane of the Inner Sphere. A \u2026", "trait": ["Fire", "N"], "trait_markdown": "[Fire](/Traits.aspx?ID=72)", "type": "Plane", "url": "/Planes.aspx?ID=6", "weakness": {}}, {"alignment": "N", "category": "plane", "element": ["Water"], "id": "plane-7", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Plane of Water](/Planes.aspx?ID=7)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n<trait label=\"Water\" url=\"/Traits.aspx?ID=165\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 140\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** [elemental lords of water](/DeityCategories.aspx?ID=8)\r\n\r\n**Native Inhabitants** [brine dragons](/MonsterFamilies.aspx?ID=175), [marids](/Monsters.aspx?ID=215), [petitioners](/Monsters.aspx?ID=758) (water pneuma), [water elementals](/MonsterFamilies.aspx?ID=45)\n\n</column>\r\n\r\n---\r\n\r\nBeyond the skies of the Plane of Air, the clouds grow darker and condense into the vast, spherical, liquid shell of the Plane of Water. Its nearly limitless stretches of saline, fresh, and brackish seas teem with all manner of oceanic life, lit by light from the border with the Plane of Air and descending into black, benthic depths where it borders the Plane of Earth. While the plane is perfectly amenable to water-breathing creatures, air-breathing travelers must provide their own supply of air or magical means to breathe. Bubbles of breathable atmosphere are relatively rare and securely guarded, anchored over places of trade and commerce with outsiders, such as the great city of Vialesk, founded by immigrant undines. The plane\u2019s oceans, dotted by vast forests of kelp, magical currents, and strange phenomena, play host to empires of [merfolk](/MonsterFamilies.aspx?ID=73), predatory and expansionist sea devils, and the holdings of the plane\u2019s great brine dragons.\n\n While marids once claimed nearly absolute dominion over the plane of their origin, their empire long ago fell into deterioration and disunity. Their ravaged cities sank into the depths, and their present-day holdings remain a shadow of their former grandeur. [Kelizandri](/Deities.aspx?ID=104) the Brackish Emperor, the evil elemental lord of water and cause of their ruin, rules the dark, saline depths, feasting on all rivals and hoarding the vast, stolen wealth of the fallen marid cities. Unlike other subjective gravity planes, on the Plane of Water, a creature moves based on its swim Speed and must use actions to Swim if it doesn\u2019t have one.", "name": "Plane of Water", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-32"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n<trait label=\"Water\" url=\"/Traits.aspx?ID=165\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 140\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBeyond the skies of the Plane of Air, the clouds grow darker and condense into the vast, spherical, liquid shell of the Plane of Water. Its nearly \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 140", "speed": {}, "summary_markdown": "Beyond the skies of the Plane of Air, the clouds grow darker and condense into the vast, spherical, liquid shell of the Plane of Water. Its nearly \u2026", "trait": ["Subjective Gravity", "Water", "N"], "trait_markdown": "[Subjective Gravity](/Traits.aspx?ID=290), [Water](/Traits.aspx?ID=165)", "type": "Plane", "url": "/Planes.aspx?ID=7", "weakness": {}}, {"alignment": "N", "category": "plane", "id": "plane-8", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Astral Plane](/Planes.aspx?ID=8)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n<trait label=\"Timeless\" url=\"/Traits.aspx?ID=291\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 140\n\n**Category** Transitive Planes\r\n\r\n**Divinities** [Alseta](/Deities.aspx?ID=30), [Apsu](/Deities.aspx?ID=149)\r\n\r\n**Native Inhabitants** [petitioners](/Monsters.aspx?ID=758) (untethered), [shining children](/Monsters.aspx?ID=367)\n\n</column>\r\n\r\n---\r\n\r\nThe Silver Sea surrounds the planes of the Inner Sphere, separating them from those of the Outer Sphere. The Astral Plane provides the backdrop against which the River of Souls flows from the Material Plane, ushering departed spirits toward final judgment. Far from an empty void, the Astral\u2019s silver substance churns with currents and storms from the metaphysical heat of the Plane of Fire, and where it touches the chaos of the Maelstrom, the resulting eddies interact with the memories of the dead to produce fleeting simulacra and even demiplanes.\n\n The River of Souls draws the attention of soul-hunting [daemons](/MonsterFamilies.aspx?ID=26) and opportunistic [night hags](/Monsters.aspx?ID=257) like sharks drawn to the scent of blood. Led by [psychopomps](/MonsterFamilies.aspx?ID=83), a cross section of nearly every type of [celestial](/Traits.aspx?ID=23) and [monitor](/Traits.aspx?ID=111) in existence, along with some [fiends](/Traits.aspx?ID=70), defends the proper flow of souls against such predators. Running opposite the River of Souls is the flow of raw, unaligned quintessence spun off from the so-called Antipode, channeled by [aeons](/MonsterFamilies.aspx?ID=2) back toward the Positive Energy Plane.\n\n Travelers within the Astral find the plane untouched by the passage of time, a property exploited by many mortals fearing old age. Time, however, is not easily escaped, and upon exiting the Astral Plane, a creature finds this debt catching up to them, potentially aging to dust in moments.", "name": "Astral Plane", "plane_category": "Transitive Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-33"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n<trait label=\"Timeless\" url=\"/Traits.aspx?ID=291\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 140\r\n\r\n**Category** Transitive Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Silver Sea surrounds the planes of the Inner Sphere, separating them from those of the Outer Sphere. The Astral Plane provides the backdrop \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 140", "speed": {}, "summary_markdown": "The Silver Sea surrounds the planes of the Inner Sphere, separating them from those of the Outer Sphere. The Astral Plane provides the backdrop \u2026", "trait": ["Subjective Gravity", "Timeless", "N"], "trait_markdown": "[Subjective Gravity](/Traits.aspx?ID=290), [Timeless](/Traits.aspx?ID=291)", "type": "Plane", "url": "/Planes.aspx?ID=8", "weakness": {}}, {"alignment": "N", "category": "plane", "id": "plane-9", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Ethereal Plane](/Planes.aspx?ID=9)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 141\n\n**Category** Transitive Planes\r\n\r\n**Divinities** Alazhra\r\n\r\n**Native Inhabitants** [ether spiders](/Monsters.aspx?ID=203), [night hags](/Monsters.aspx?ID=257), [petitioners](/Monsters.aspx?ID=758) (terrorized)\n\n</column>\r\n\r\n---\r\n\r\nThe Ethereal Plane is a vast, misty realm overlapping each of the Inner Planes. Formed by the interacting tidal forces of creation and destruction from the Positive and Negative Energy Planes, this plane swirls with currents and eddies of fog, lit only by erratic pulses of soft green luminescence and dimly visible light of those planes it overlays, visible but ever intangible. While mortals most often use the Ethereal as a means of transit, moving by force of will in the absence of gravity to bypass barriers on their own plane, the Ethereal hosts dangers and wonders, things lost or abandoned in the mists, and things spun from local eddies in the ethereal protomatter. Predatory monsters, ether spiders, night hags and their goddess Alazhra, and all manner of incorporeal [undead](/Traits.aspx?ID=160) roam the Space Between Spaces.\n\n While travelers can easily become lost in the mists with little to guide them, the plane does host some permanent structures, drawing adventurers or dissuading them. One such location, the House of the Itinerant Soul, houses wayward or lost souls, offering visitors shelter and a way to avoid turning into undead while avoiding the pull of the River of Souls. The grand cathedral also serves as a focus for mortal planar travelers, given its safety and the presence of friendly spirits willing to serve as guides in the surrounding mists.", "name": "Ethereal Plane", "plane_category": "Transitive Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-34"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 141\r\n\r\n**Category** Transitive Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Ethereal Plane is a vast, misty realm overlapping each of the Inner Planes. Formed by the interacting tidal forces of creation and destruction \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 141", "speed": {}, "summary_markdown": "The Ethereal Plane is a vast, misty realm overlapping each of the Inner Planes. Formed by the interacting tidal forces of creation and destruction \u2026", "trait": ["Subjective Gravity", "N"], "trait_markdown": "[Subjective Gravity](/Traits.aspx?ID=290)", "type": "Plane", "url": "/Planes.aspx?ID=9", "weakness": {}}, {"alignment": "N", "category": "plane", "id": "plane-10", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[First World](/Planes.aspx?ID=10)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Erratic\" url=\"/Traits.aspx?ID=275\" />\r\n<trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=282\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 141\n\n**Category** Transitive Planes\r\n\r\n**Divinities** [the Eldest](/DeityCategories.aspx?ID=7)\r\n\r\n**Native Inhabitants** [fey](/Traits.aspx?ID=69), [linnorms](/MonsterFamilies.aspx?ID=69)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe First World was a first draft of the Material Plane, crafted by divinities to test their metaphorical crafting materials and palettes of colors before setting it aside to create a second, final version of their work. A realm of extremes\u2014savage, primal, and beautiful\u2014with colors and sensations brighter and more intense than the mundane world created after it, the First World is populated by fey and the divine entities known as the Eldest. Mirroring mercurial fey whimsy, the First World\u2019s laws of nature constantly and unpredictably change. Distance and time are wildly inconsistent, such that mortal travelers might spend an hour or a day within the First World, only to find a century or only a few seconds passed once they return to their own plane.\n\n The First World stands outside the cycle of souls, something the fey call the Great Abandonment, save for rare worshippers of the Eldest whose souls incarnate here as fey. However, the plane\u2019s proximity to the Positive Energy Plane provides an environment bursting with all manner of strange life and a general absence of true death for its native fey unless they leave\u2014as did [gnomes](/Ancestries.aspx?ID=3). Natural gates in wild places of the mortal realm connect to the First World, which fey often use to visit the Material Plane or ensnare mortals for their own capricious desires.", "name": "First World", "plane_category": "Transitive Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-35"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Erratic\" url=\"/Traits.aspx?ID=275\" />\r\n<trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=282\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 141\r\n\r\n**Category** Transitive Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe First World was a first draft of the Material Plane, crafted by divinities to test their metaphorical crafting materials and palettes of colors \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 141", "speed": {}, "summary_markdown": "The First World was a first draft of the Material Plane, crafted by divinities to test their metaphorical crafting materials and palettes of colors \u2026", "trait": ["Erratic", "Metamorphic", "N"], "trait_markdown": "[Erratic](/Traits.aspx?ID=275), [Metamorphic](/Traits.aspx?ID=282)", "type": "Plane", "url": "/Planes.aspx?ID=10", "weakness": {}}, {"alignment": "N", "category": "plane", "id": "plane-11", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Shadow Plane](/Planes.aspx?ID=11)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Shadow\" url=\"/Traits.aspx?ID=143\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 141\n\n**Category** Transitive Planes\r\n\r\n**Divinities** [velstrac](/MonsterFamilies.aspx?ID=111) demagogues, [Zon-Kuthon](/Deities.aspx?ID=20)\r\n\r\n**Native Inhabitants** [caligni](/MonsterFamilies.aspx?ID=18), [d'ziriaks](/Monsters.aspx?ID=644), [kayals (fetchlings)](/Ancestries.aspx?ID=30), [petitioners](/Monsters.aspx?ID=758) (the mutilated), [umbral dragons](/MonsterFamilies.aspx?ID=179), [velstracs](/MonsterFamilies.aspx?ID=111)\n\n</column>\r\n\r\n---\r\n\r\nA murky, distorted, and imperfect mirror of the Material Plane, the Shadow Plane overlaps the Material Plane and serves as a buffer or conduit between it and the Negative Energy Plane. The Shadow Plane exists in a state of perpetually dim half-light, the landscape containing similar features to the overlapping Material Plane, but in warped or twisted fashions. Cities on the Material Plane might exist on the Shadow Plane, sometimes in ruins and sometimes as terrible, frightening replicas. The darkness also holds points of beauty and relative safety, such as the great city of Shadow Absalom. The bleak doppelganger of Golarion\u2019s own Absalom hosts cross-planar trade facilitated by a permanent, one-way portal out of the gloom.\n\n The Shadow Plane is populated by dark, altered versions of creatures from the Material Plane, many of them immigrants that have adapted to the shadow after being trapped in the realm for generations. The shadow natives known as kayals\u2014also known as fetchlings\u2014were originally humans before thousands of years of exposure to the Shadow Plane and breeding with strange beings forever altered them. Velstracs, who long ago fled from Hell, have since adopted the Shadow Plane as their home, spreading their horrific message of perfection through mutilation in service to their victim and patron, the god Zon-Kuthon. In contrast, d\u2019ziriaks originated within the Shadow Plane itself, as have the fearsome umbral dragons ruling self-crafted fiefdoms within the shadows. Greatest of these is Argrinyxia, who rules over Shadow Absalom.", "name": "Shadow Plane", "plane_category": "Transitive Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-36"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Shadow\" url=\"/Traits.aspx?ID=143\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 141\r\n\r\n**Category** Transitive Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA murky, distorted, and imperfect mirror of the Material Plane, the Shadow Plane overlaps the Material Plane and serves as a buffer or conduit \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 141", "speed": {}, "summary_markdown": "A murky, distorted, and imperfect mirror of the Material Plane, the Shadow Plane overlaps the Material Plane and serves as a buffer or conduit \u2026", "trait": ["Shadow", "N"], "trait_markdown": "[Shadow](/Traits.aspx?ID=143)", "type": "Plane", "url": "/Planes.aspx?ID=11", "weakness": {}}, {"alignment": "NE", "category": "plane", "id": "plane-12", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Abaddon](/Planes.aspx?ID=12)</title>\r\n\r\n<traits>\r\n<trait label=\"NE\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 142\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Ahriman](/Deities.aspx?ID=220), [daemon](/MonsterFamilies.aspx?ID=26) harbingers, [Fumeiyoshi](/Deities.aspx?ID=175), [Horsemen of the Apocalypse](/DeityCategories.aspx?ID=11), [Lao Shu Po](/Deities.aspx?ID=180), [Urgathoa](/Deities.aspx?ID=19), [Zyphus](/Deities.aspx?ID=160)\n\n**Native Inhabitants** [daemons](/MonsterFamilies.aspx?ID=26), [night hags](/Monsters.aspx?ID=257), [nightmares](/MonsterFamilies.aspx?ID=76), [petitioners](/Monsters.aspx?ID=758) (the hunted)\n\n</column>\r\n\r\n---\r\n\r\nA perpetual eclipse looms above the bleak wastelands of Abaddon, shedding an eerie half-light over a landscape of toxic, disease-ridden swamps, volcanic wastes, fog-shrouded forests, and the glittering, memory-devouring ribbon of the River Styx. An unnatural silence blankets the plane, cut only by the wails of petitioners falling from the sky like screaming, falling stars, or those already condemned upon the ground, desperate to find safety that doesn't exist. Daemons, the physical embodiments of death and oblivion, roam unchecked, owing allegiance only to the Four Horsemen of the Apocalypse: [Death](/Deities.aspx?ID=135), [Famine](/Deities.aspx?ID=137), [Pestilence](/Deities.aspx?ID=134), and [War](/Deities.aspx?ID=136). In the courts of the Horsemen and the neutral grounds of trade cities such as Awaiting-Consumption, the soul trade serves daemonic hunger and industrialized oblivion. Night hags and other creatures ply the trade or make their way along the margins of daemonic society, eager to avoid consumption themselves by the plane's nihilistic masters. Urgathoa and Zyphus claim divine domains here, their petitioners granted freedom from predation. Yet something far worse glares down upon these gods and the Horseman alike. Abaddon's perpetual eclipse may be nothing less than the lidded, comatose eye of the Bound Prince, the First Horseman, betrayed and cast down by the Four, forgotten by the cosmos at large, but far too powerful for them to destroy\u2014waiting, watching, and hungering.", "name": "Abaddon", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-37"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"NE\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 142\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA perpetual eclipse looms above the bleak wastelands of Abaddon, shedding an eerie half-light over a landscape of toxic, disease-ridden swamps, \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 142", "speed": {}, "summary_markdown": "A perpetual eclipse looms above the bleak wastelands of Abaddon, shedding an eerie half-light over a landscape of toxic, disease-ridden swamps, \u2026", "trait": ["NE"], "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=12", "weakness": {}}, {"alignment": "CE", "category": "plane", "id": "plane-13", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Abyss](/Planes.aspx?ID=13)</title>\r\n\r\n<traits>\r\n<trait label=\"CE\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 142\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** Camazotz, [demon lords](/DeityCategories.aspx?ID=5), [Droskar](/Deities.aspx?ID=28), [Ghlaunder](/Deities.aspx?ID=36), goblin hero-gods, [Gyronna](/Deities.aspx?ID=153), [Lady Nanbyo](/Deities.aspx?ID=179), [Lamashtu](/Deities.aspx?ID=11), nascent demon lords, [qlippoth](/MonsterFamilies.aspx?ID=146) lords\r\n\r\n**Native Inhabitants** [demons](/MonsterFamilies.aspx?ID=28), [petitioners](/Monsters.aspx?ID=758) (larvae), [qlippoth](/MonsterFamilies.aspx?ID=146)\n\n</column>\r\n\r\n---\r\n\r\nLike a corrosive rot in the roots of the Outer Sphere, or an antithetical, rival reality run aground into the Maelstrom at the dawn of time, the Abyss is a place of horror and destruction fed by mortal sin. Each of its innumerable regions is a unique iteration of chaos and evil, each with its own terrible and twisted environment, with one driving maxim: the strong survive, while the weak suffer and are destroyed. Ruled by demons, and before them by the alien, nightmarish qlippoth, the Abyss and its native beings seek only to ravage and destroy. While demons routinely rampage out into other planes when the Abyss manifests a great planar rift, the denizens of the Abyss are fractured and self-destructive. Demon lords such as [Dagon](/Deities.aspx?ID=75), [Pazuzu](/Deities.aspx?ID=79), and [Zura](/Deities.aspx?ID=83), and even gods including the ascended demon lord Lamashtu, the Mother of Monsters, fight for dominion over the Abyss as much or more than they threaten the other planes. Though dangerous, not every realm of the Abyss is immediately hostile to the prepared traveler. Shamira\u2019s city of Alushinyrra in the Midnight Isles and [Abraxas\u2019s](/Deities.aspx?ID=71) library-city of Diovengia in the realm of Pleroma are each welcoming in their own dark ways. Even those who survive a journey through the Abyss, however, inevitably must resist being deeply corrupted by the experience.", "name": "Abyss", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-45"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"CE\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 142\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLike a corrosive rot in the roots of the Outer Sphere, or an antithetical, rival reality run aground into the Maelstrom at the dawn of time, the \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 142", "speed": {}, "summary_markdown": "Like a corrosive rot in the roots of the Outer Sphere, or an antithetical, rival reality run aground into the Maelstrom at the dawn of time, the \u2026", "trait": ["CE"], "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=13", "weakness": {}}, {"alignment": "LN", "category": "plane", "id": "plane-14", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Axis](/Planes.aspx?ID=14)</title>\r\n\r\n<traits>\r\n<trait label=\"LN\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 142\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Abadar](/Deities.aspx?ID=1), [Brigh](/Deities.aspx?ID=33), [Chaldira](/Deities.aspx?ID=35), halfling pantheon, [Irori](/Deities.aspx?ID=10), [Lissala](/Deities.aspx?ID=156), [Milani](/Deities.aspx?ID=43), [Norgorber](/Deities.aspx?ID=13), primeval inevitables\r\n\r\n**Native Inhabitants** [aeons](/MonsterFamilies.aspx?ID=2), inevitables, [petitioners](/Monsters.aspx?ID=758) (remade)\n\n</column>\r\n\r\n---\r\n\r\nAxis is a realm of pure, absolute law, unhindered by the moral concerns of good or evil. The plane takes the form of a vast, gleaming, perfectly structured city. Built at the base of Pharasma\u2019s Spire, the Perfect City is a bulwark against the chaos of the Maelstrom and Abyss, with vast mechanical armies of inevitables marching forth to explore, define, and pacify an imperfect, unruly universe. Axis is also home to [axiomites](/Monsters.aspx?ID=7): beings composed of living mathematics and equations who helped create the first inevitables. Axiomites continue to work on the maintenance of the inevitables, but increasingly turn their attentions to the planar city of Axis itself; as with any city, Axis requires non-stop maintenance and improvement in order to resist the march of time.\n\n Axis\u2019s natives are far from the only inhabitants of their cosmopolitan realm. [Devils](/MonsterFamilies.aspx?ID=30) and [archons](/MonsterFamilies.aspx?ID=9) often visit along with petitioners, mortal travelers, and smaller numbers of most every other kind of extraplanar being. Abadar and other lawful deities make their homes here. The empty, former domain of Aroden languishes here, while below the streets lies Norgorber\u2019s domain, a labyrinthine undercity.", "name": "Axis", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-38"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"LN\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 142\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAxis is a realm of pure, absolute law, unhindered by the moral concerns of good or evil. The plane takes the form of a vast, gleaming, perfectly \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 142", "speed": {}, "summary_markdown": "Axis is a realm of pure, absolute law, unhindered by the moral concerns of good or evil. The plane takes the form of a vast, gleaming, perfectly \u2026", "trait": ["LN"], "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=14", "weakness": {}}, {"alignment": "N", "category": "plane", "id": "plane-15", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Boneyard](/Planes.aspx?ID=15)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Timeless\" url=\"/Traits.aspx?ID=291\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 142\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Achaekek](/Deities.aspx?ID=29), [Groetus](/Deities.aspx?ID=38), [psychopomp](/MonsterFamilies.aspx?ID=83) ushers, [Pharasma](/Deities.aspx?ID=14)\n\n**Native Inhabitants** [petitioners](/Monsters.aspx?ID=758) (the dead), [psychopomps](/MonsterFamilies.aspx?ID=83),\n\n</column>\r\n\r\n---\r\n\r\nThe Boneyard spans an impossibly tall and ever-growing spire of gleaming quintessence that rises up into the silver void of the Astral Plane. As the destination of the River of Souls, the Boneyard is where the souls of the mortal dead arrive for judgment and for Pharasma and her psychopomp servitors to direct them to their respective afterlives. Pharasma\u2019s domain is separated into eight courts, each corresponding to one of the other planes of the Outer Sphere and collecting the souls due to that plane. Not every soul goes unchallenged, and proxies of gods and planes argue and debate over souls, with final arbitration conducted by Pharasma herself.\n\n While Pharasma rules absolutely within the Boneyard, she is not the only divinity there. The demigod psychopomp ushers dwell within the plane in service to her, and the deity Achaekek dwells below at the spire\u2019s root. Looming high above as a skull-faced moon waits Groetus, the god of the end times, his orbit slowly decaying in minuscule iterations supposedly counting down to the last days of the cosmos.\n\n Pharasma\u2019s courts and the surrounding Graveyard of Souls are not the only features atop the spire. Beyond the graveyard, the Spirelands manifest environments much like those of the varied Material Plane worlds, filled with the souls of neutral petitioners who have nowhere else to go as they are unclaimed by any gods and unaligned with any particular ethos.", "name": "Boneyard", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-39"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Timeless\" url=\"/Traits.aspx?ID=291\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 142\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Boneyard spans an impossibly tall and ever-growing spire of gleaming quintessence that rises up into the silver void of the Astral Plane. As the \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 142", "speed": {}, "summary_markdown": "The Boneyard spans an impossibly tall and ever-growing spire of gleaming quintessence that rises up into the silver void of the Astral Plane. As the \u2026", "trait": ["Timeless", "N"], "trait_markdown": "[Timeless](/Traits.aspx?ID=291)", "type": "Plane", "url": "/Planes.aspx?ID=15", "weakness": {}}, {"alignment": "CG", "category": "plane", "id": "plane-16", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Elysium](/Planes.aspx?ID=16)</title>\r\n\r\n<traits>\r\n<trait label=\"CG\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 143\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Calistria](/Deities.aspx?ID=3), [Cayden Cailean](/Deities.aspx?ID=4), [Desna](/Deities.aspx?ID=5), [elven pantheon](/Deities.aspx?ID=197), [empyreal lords](/DeityCategories.aspx?ID=10), [Gorum](/Deities.aspx?ID=7), giant pantheon, [Kofusachi](/Deities.aspx?ID=177), [Milani](/Deities.aspx?ID=43), [Nocticula](/Deities.aspx?ID=45)\n\n**Native Inhabitants** [azatas](/MonsterFamilies.aspx?ID=10), [petitioners](/Monsters.aspx?ID=758) (the chosen)\n\n</column>\r\n\r\n---\r\n\r\nVerdant, wild, and unrestrained by law, where passion and creation are fostered and rewarded, the plane of Elysium is a place of wild, idealized natural beauty. The so-called Promised Land and its inhabitants represent a wide variety of freely given benevolence, often willing to directly aid visitors but more often serving as inspirations and muses to foster positive change and self-realized success. Elysium's petitioners, known as the chosen, appear as idealized versions of their mortal selves, each pursuing their own self-determined actions and finding their own unique paths to join the ranks of the plane's celestials.\n\n Azatas\u2014the plane's primary denizens\u2014organize into fleeting, competitive courts, each rewarding heroism and creativity above all else. Elysium hosts a number of resident deities, including Calistria and the elven pantheon, Cayden Cailean, Desna, Gorum, and various empyreal lords. Visitors from across the planes are drawn to Elysium's Wandering City of Emerald Song, a mobile, impermanent, and ever-changing city of [lillend azatas](/Monsters.aspx?ID=36) organized by their princess, Anduarine the Muse, filled with art, craft, revelry, song, and trade.", "name": "Elysium", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-40"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"CG\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 143\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nVerdant, wild, and unrestrained by law, where passion and creation are fostered and rewarded, the plane of Elysium is a place of wild, idealized \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 143", "speed": {}, "summary_markdown": "Verdant, wild, and unrestrained by law, where passion and creation are fostered and rewarded, the plane of Elysium is a place of wild, idealized \u2026", "trait": ["CG"], "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=16", "weakness": {}}, {"alignment": "LG", "category": "plane", "id": "plane-17", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Heaven](/Planes.aspx?ID=17)</title>\r\n\r\n<traits>\r\n<trait label=\"LG\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 143\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [dwarven pantheon](/Deities.aspx?ID=196), Easivra, [empyreal lords](/DeityCategories.aspx?ID=10), [Erastil](/Deities.aspx?ID=6), [Iomedae](/Deities.aspx?ID=9), [Shizuru](/Deities.aspx?ID=47), [Torag](/Deities.aspx?ID=18), [Tsukiyo](/Deities.aspx?ID=48)\n\n**Native Inhabitants** [archons](/MonsterFamilies.aspx?ID=9), [petitioners](/Monsters.aspx?ID=758) (the elect)\n\n</column>\r\n\r\n---\r\n\r\nThe great mountain of Heaven is the realm of structured benevolence made manifest. Organized into seven tiers, the mountain\u2019s solid appearance is actually malleable, making way for a vast assemblage of varied environments to accommodate both its own celestials and the souls who migrate there. Devoted to defending the innocent and crusading against the wicked, Heaven\u2019s archons marshal into vast armies, commanded by their own empyreal lords. [Angels](/MonsterFamilies.aspx?ID=3) collaborate with the archon legions but typically act in more direct service to Heaven\u2019s resident deities, with Iomedae, Erastil, and Torag the most prominent among them.\n\n Petitioners known as the elect manifest at the mountain\u2019s base, and their subsequent climb up the seemingly endless, unreachable heights is both a literal and figurative journey. Progress is about personal growth and spiritual purification as the petitioners grow more and more attuned to the plane. Likewise, progress from one layer to the next is often impossible without permission from the archons or spiritual alignment with Heaven itself. Most visitors arrive at the city of Heaven\u2019s Shore, a place open to both traders and to pilgrims of good intent. Access beyond its heavily guarded walls is difficult, to say nothing of scaling the mountain. At its pinnacle is the Garden, Heaven\u2019s ultimate layer. Unattended and empty, the Garden is a beautiful, transcendent mystery even to its resident deities, and the source of the plane\u2019s call of self-perfection to its petitioners.", "name": "Heaven", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-41"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"LG\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 143\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe great mountain of Heaven is the realm of structured benevolence made manifest. Organized into seven tiers, the mountain\u2019s solid appearance is \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 143", "speed": {}, "summary_markdown": "The great mountain of Heaven is the realm of structured benevolence made manifest. Organized into seven tiers, the mountain\u2019s solid appearance is \u2026", "trait": ["LG"], "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=17", "weakness": {}}, {"alignment": "LE", "category": "plane", "id": "plane-18", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Hell](/Planes.aspx?ID=18)</title>\r\n\r\n<traits>\r\n<trait label=\"LE\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 144\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [archdevils](/DeityCategories.aspx?ID=4), [Asmodeus](/Deities.aspx?ID=2), [Dahak](/Deities.aspx?ID=150), [Erecura](/Deities.aspx?ID=151), [General Susumu](/Deities.aspx?ID=176), infernal dukes, Minderhal, [Yaezhing](/Deities.aspx?ID=184), Zursvaater, [queens of the night](/DeityCategories.aspx?ID=14)\r\n\r\n**Native Inhabitants** [devils](/MonsterFamilies.aspx?ID=30), [hellhounds](/MonsterFamilies.aspx?ID=60), [petitioners](/Monsters.aspx?ID=758) (the damned)\n\n</column>\r\n\r\n---\r\n\r\nHell is the realm of devils, the multiversal seat of tyranny and malignant law, and the divine domain of Asmodeus, the Prince of Darkness. Here every act is authorized, calculated, recorded, and set like perfectly ordered clockwork within a vast machine driven on methodical suffering and greased with pain and purification. The nine inverted layers of Hell violently oppose the surrounding fabric of the Maelstrom, each layer shaped to reflect the nature of its ruling archdevil. Avernus's volcanic wastes, ruled by [Barbatos](/Deities.aspx?ID=64), are the marshaling place of Hell's armies, and where newly damned souls are shackled and shuffled off to their assigned torment. [Dispater's](/Deities.aspx?ID=66) layer of Dis is a great iron city: brutal, beautiful, and terrible. The layer of Erebus comprises both the sewers of Dis and the vaults and treasuries of Hell, ruled by [Mammon](/Deities.aspx?ID=68), a great genius loci embodied by the very wealth locked within Hell's coffers. Ruled by [Belial](/Deities.aspx?ID=65), the layer of Phlegethon hosts Hell's forges, while [Geryon's](/Deities.aspx?ID=67) watery realm of Stygia houses Hell's libraries. [Moloch's](/Deities.aspx?ID=70) smoldering, ash-draped forest realm of Malebolge is the training site of the infernal armies, and [Baalzebul's](/Deities.aspx?ID=63) frozen layer of Cocytus torments the imprisoned, starving damned. [Mephistopheles](/Deities.aspx?ID=69) rules the layer of Caina, a realm of cages and torture suspended above a pit of hungry darkness, while at the very bottom of Hell's infinite pit, Asmodeus rules unquestioned from his throne in Nessus.", "name": "Hell", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-42"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"LE\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 144\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHell is the realm of devils, the multiversal seat of tyranny and malignant law, and the divine domain of Asmodeus, the Prince of Darkness. Here every \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 144", "speed": {}, "summary_markdown": "Hell is the realm of devils, the multiversal seat of tyranny and malignant law, and the divine domain of Asmodeus, the Prince of Darkness. Here every \u2026", "trait": ["LE"], "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=18", "weakness": {}}, {"alignment": "CN", "category": "plane", "id": "plane-19", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Maelstrom](/Planes.aspx?ID=19)</title>\r\n\r\n<traits>\r\n<trait label=\"CN\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=282\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 144\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Besmara](/Deities.aspx?ID=32), [Hanspur](/Deities.aspx?ID=154), [Hei Feng](/Deities.aspx?ID=40), [Naderi](/Deities.aspx?ID=157), [Nalinivati](/Deities.aspx?ID=181), [Nethys](/Deities.aspx?ID=12), orc pantheon, protean lords, [Sivanah](/Deities.aspx?ID=46), Speakers of the Depths, [Sun Wukong](/Deities.aspx?ID=183), [Yamatsumi](/Deities.aspx?ID=185), [Ydersius](/Deities.aspx?ID=211)\n\n**Native Inhabitants** [proteans](/MonsterFamilies.aspx?ID=82), [petitioners](/Monsters.aspx?ID=758) (the shapeless)\n\n</column>\r\n\r\n---\r\n\r\nThe Maelstrom, infinite and ancient, spawned the other Outer Planes in cosmological prehistory and surrounds them like a vast metaphorical\u2014and at times literal\u2014ocean of raw, chaotic quintessence. Where the Maelstrom borders these other planes, its structure takes on their characteristics, albeit in an unpredictable, chaotic fashion. Beyond these so-called Borderlands, however, the Maelstrom reverts to its true nature, the Cerulean Void: a trackless, liquid infinity devoid of stability and permanence where serpentine proteans create and destroy with profound frivolity. The proteans are paradoxically organized into discrete choruses, each with its own philosophy and goals in service to the Maelstrom. Swirling with oddities and wild magic, bereft of laws and structure, the Maelstrom also serves as a conduit between the other Outer Planes utilized by armies of extraplanar beings, hordes of [demons](/MonsterFamilies.aspx?ID=28) spilling forth from the Abyss, and the innumerable protean choruses seeking to return the rest of the planes to the true freedom of the chaos from which they emerged. Sufficiently powerful magic can stabilize the chaos for a time, allowing for the creation of demiplanes and stable islands. The massive planar trade city of Galisemni is most prominent among these, drifting through the chaos.", "name": "Maelstrom", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-43"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"CN\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=282\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 144\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Maelstrom, infinite and ancient, spawned the other Outer Planes in cosmological prehistory and surrounds them like a vast metaphorical\u2014and at \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 144", "speed": {}, "summary_markdown": "The Maelstrom, infinite and ancient, spawned the other Outer Planes in cosmological prehistory and surrounds them like a vast metaphorical\u2014and at \u2026", "trait": ["Metamorphic", "CN"], "trait_markdown": "[Metamorphic](/Traits.aspx?ID=282)", "type": "Plane", "url": "/Planes.aspx?ID=19", "weakness": {}}, {"alignment": "NG", "category": "plane", "id": "plane-20", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Nirvana](/Planes.aspx?ID=20)</title>\r\n\r\n<traits>\r\n<trait label=\"NG\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 144\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Daikitsu](/Deities.aspx?ID=174), [empyreal lords](/DeityCategories.aspx?ID=10), [Gruhastha](/Deities.aspx?ID=39), [Kazutal](/Deities.aspx?ID=41), [Kurgess](/Deities.aspx?ID=42), [Qi Zhong](/Deities.aspx?ID=182), [Sarenrae](/Deities.aspx?ID=16), [Shelyn](/Deities.aspx?ID=17)\n\n**Native Inhabitants** [angels](/MonsterFamilies.aspx?ID=3), [petitioners](/Monsters.aspx?ID=758) (the cleansed)\n\n</column>\r\n\r\n---\r\n\r\nThe pastoral paradise of Nirvana is the realm of purest good, a plane that promises sanctuary to the weary and enlightenment and transcendence to those who seek it out. Filled with beautiful wilderness of all types in perfect harmony with its occupants, Nirvana\u2019s wilds are home to angels and others. The plane\u2019s petitioners, known as the cleansed, most often take the forms of glorified, sapient wild animals, though many eventually leave their carefree existence to aid others, ascending to assist the benevolent works of angels. Devoted to guiding and assisting mortals, angels are often charged with delivering important messages that reflect the will of benevolent deities.\n\n Various divinities make their home amid Nirvana\u2019s wilds, including a host of empyreal lords and, most prominently, Sarenrae and Shelyn. While the great cities of High Ninshabur and Llourith welcome visitors, most mortals visiting Nirvana witness the plane\u2019s beauty and supernatural feeling of peace but rarely encounter many of its residents, as the plane itself protectively hides much of its contents from any but the most selfless and pure of heart. The plane\u2019s hinterlands hint at hidden mysteries, including legends that the plane shelters the vanished heroes of innumerable mortal worlds, peacefully sleeping until their peoples\u2019 times of greatest need.", "name": "Nirvana", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-44"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"NG\" url=\"/Rules.aspx?ID=95\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 144\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe pastoral paradise of Nirvana is the realm of purest good, a plane that promises sanctuary to the weary and enlightenment and transcendence to \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 144", "speed": {}, "summary_markdown": "The pastoral paradise of Nirvana is the realm of purest good, a plane that promises sanctuary to the weary and enlightenment and transcendence to \u2026", "trait": ["NG"], "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=20", "weakness": {}}, {"alignment": "N", "category": "plane", "id": "plane-21", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Dimension of Time](/Planes.aspx?ID=21)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Erratic\" url=\"/Traits.aspx?ID=275\" />\r\n<trait label=\"Static\" url=\"/Traits.aspx?ID=288\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 145\n\n**Category** Dimensions\r\n\r\n**Divinities** Tawil at\u2019Umr, [Yog-Sothoth](/Deities.aspx?ID=166)\r\n\r\n**Native Inhabitants** [hounds of Tindalos](/Monsters.aspx?ID=702), [petitioners](/Monsters.aspx?ID=758) (the unbound)\n\n</column>\r\n\r\n---\r\n\r\nAmong the most obscure planes of existence, the Dimension of Time is virtually impossible to access by conventional methods of planar travel. Instead, travelers much perform complex and difficult rituals described within the pages of such monstrously rare tomes as the _Necronomicon_ and the _Book of Serpents, Ash, and Acorns: Shadows of What Was and Will Be_. Compounding the plane\u2019s obscurity, each traveler\u2019s experience seems to be unique, and most who attempt the journey never return. Every manner of magic that interacts with the plane invariably draws the attention of creatures such as the hounds of Tindalos. The proper flow and continuity of time seems to self-correct for any attempted meddling, often with violence.\n\n Those few who have gained entry and returned describe the plane as a swirling storm of blurred images, the composite of millions of interwoven timelines around their own, with a single doorway allowing access to one\u2019s own past. Travelers appear as transparent images of themselves, but the plane seems averse to any attempt to alter the past, no matter the means or the intention. Such attempts often end in the offending individual erased from existence or trapped within closed time loops to limit the damage they inflict upon the overall flow of time.\n\n Supposedly, like an eye in a storm, at the dimension\u2019s heart is the legendary realm of Stethelos and its terrible occupant Tawil at\u2019Umr. Tales of this realm speak only of a great city, a vast green meadow, and the rushing sound of an ocean emptying over an immense and terrible waterfall.", "name": "Dimension of Time", "plane_category": "Dimensions", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-46"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Erratic\" url=\"/Traits.aspx?ID=275\" />\r\n<trait label=\"Static\" url=\"/Traits.aspx?ID=288\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 145\r\n\r\n**Category** Dimensions\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAmong the most obscure planes of existence, the Dimension of Time is virtually impossible to access by conventional methods of planar travel. \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 145", "speed": {}, "summary_markdown": "Among the most obscure planes of existence, the Dimension of Time is virtually impossible to access by conventional methods of planar travel. \u2026", "trait": ["Erratic", "Static", "N"], "trait_markdown": "[Erratic](/Traits.aspx?ID=275), [Static](/Traits.aspx?ID=288)", "type": "Plane", "url": "/Planes.aspx?ID=21", "weakness": {}}, {"alignment": "N", "category": "plane", "id": "plane-22", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Dreamlands](/Planes.aspx?ID=22)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Flowing\" url=\"/Traits.aspx?ID=277\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 145\n\n**Category** Dimensions\r\n\r\n**Divinities** Elder Mythos pantheon\r\n\r\n**Native Inhabitants** [animate dreams](/Monsters.aspx?ID=546), [Denizens of Leng](/Monsters.aspx?ID=604), [Leng spiders](/Monsters.aspx?ID=713), [petitioners](/Monsters.aspx?ID=758) (dreamers)\r\n\r\n</column>\r\n\r\n---\r\n\r\nCreated and sustained by the collective dreams of sleeping mortals, the Dreamlands (also called the Dimension of Dreams) overlays the Ethereal Plane. When a creature dreams, regardless of the location of their physical body, they interact directly with the Dreamlands. Sleeping creatures cast themselves into the plane in idealized avatars known as lucid bodies, and their dreamscapes are immune to outside entry by standard magic such as [_plane shift_](/Spells.aspx?ID=222), requiring obscure, more specialized spells to access. The dreamers of each mortal world generate a cluster of dreamscapes, like drifting bubbles atop a deeper ocean of permanent dreams formed from the collective mass of slumbering desires, dreams of especially powerful dreamers, and the dreams of ancient, obscure entities\u2014including the gods of the Elder Mythos. While most dreamscapes are safe, travelers in the deep, permanent Dreamlands face living, animate dreams and the predation of night hags from the Ethereal Plane, as well as stranger beings spawned within the core itself.\n\n Some scholars postulate a distinct region within the dimension for nightmares, much as the more stable inner portions of the dimension exist separately from the transient, ever-forming and evaporating mortal dreamscapes at its edges. Others conflate this nightmare region with the demiplane of Leng, while still others dismiss this notion but speculate that Leng is somehow accessible to dreamers who intentionally seek it out.", "name": "Dreamlands", "plane_category": "Dimensions", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-02-26", "remaster_id": ["plane-47"], "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Flowing\" url=\"/Traits.aspx?ID=277\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 145\r\n\r\n**Category** Dimensions\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCreated and sustained by the collective dreams of sleeping mortals, the Dreamlands (also called the Dimension of Dreams) overlays the Ethereal Plane. \u2026\r\n</summary>", "source": ["Gamemastery Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 145", "speed": {}, "summary_markdown": "Created and sustained by the collective dreams of sleeping mortals, the Dreamlands (also called the Dimension of Dreams) overlays the Ethereal Plane. \u2026", "trait": ["Flowing", "N"], "trait_markdown": "[Flowing](/Traits.aspx?ID=277)", "type": "Plane", "url": "/Planes.aspx?ID=22", "weakness": {}}, {"alignment": "N", "category": "plane", "id": "plane-23", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[The Harrow Court](/Planes.aspx?ID=23)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Finite\" url=\"/Traits.aspx?ID=276\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 71\n\n**Category** Dimensions\r\n\r\n**Divinities** none\r\n\r\n**Native Inhabitants** simulacra\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe Harrow Court appears as an idyllic region that could have been plucked from the heart of Avistan. At the demiplane's center, a fortress known as Harrowheart sits atop a hill, which is in turn surrounded by a village and farmlands. To the north, the farmlands give way to barren deserts, while to the south they decline into a swamp. A vast lake lies to the east, and a dense forest grows in the west, while all around, towering mountains surround the realm, giving it the appearance of being nestled in a single vast valley. The sun rises in the east every morning at 6:00 am and sets in the west every evening at 6:00 pm, splitting time into equal periods of twelve hour days and nights. The sky above appears normal (complete with moon and stars at night) but has an impassible barrier\u2014the edge of the demiplane\u2014at an altitude of 3 miles.", "name": "The Harrow Court", "plane_category": "Dimensions", "primary_source_category": "Adventure Paths", "primary_source_group": "Stolen Fate", "rarity": "common", "rarity_id": 1, "release_date": "2023-04-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Finite\" url=\"/Traits.aspx?ID=276\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 71\r\n\r\n**Category** Dimensions\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Harrow Court appears as an idyllic region that could have been plucked from the heart of Avistan. At the demiplane's center, a fortress known as \u2026\r\n</summary>", "source": ["Pathfinder #190: The Choosing"], "source_category": ["Adventure Paths"], "source_group": ["Stolen Fate"], "source_markdown": "[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 71", "speed": {}, "summary_markdown": "The Harrow Court appears as an idyllic region that could have been plucked from the heart of Avistan. At the demiplane's center, a fortress known as \u2026", "trait": ["Finite", "N"], "trait_markdown": "[Finite](/Traits.aspx?ID=276)", "type": "Plane", "url": "/Planes.aspx?ID=23", "weakness": {}}, {"category": "plane", "element": ["Metal"], "id": "plane-24", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Plane of Metal](/Planes.aspx?ID=24)</title>\r\n\r\n<traits>\r\n<trait label=\"Metal\" url=\"/Traits.aspx?ID=505\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** [elemental lords of metal](/DeityCategories.aspx?ID=8)\r\n\r\n**Native Inhabitants** [metal elementals](/MonsterFamilies.aspx?ID=343), [shades](/Monsters.aspx?ID=758) (metal pneuma), [taloses](/Ancestries.aspx?ID=58), [zuhras](/MonsterFamilies.aspx?ID=50)\n\n</column>\r\n\r\n---\r\n\r\nAfter being cut off since prehistory, the Plane of Metal recently returned to the planar cosmology. Still resuming its ancient form, it wedges between the Plane of Earth and Plane of Water, vast in scope but still expanding. Metal of every kind (liquid and solid), decaying cityscapes, and intense magnetic fields make up the chaotic structure of the plane. Creatures reflect the jumble of forces that make their home. Many have fluid forms of flowing metal or inhabit clouds of rust. The genies of the plane, zuhras, put on bold performances keyed into the plane\u2019s dissonance.\n\nThe elemental lords of metal embody the slow disintegration of their home. After an invasion by forces from the Plane of Earth before their plane was sealed off, the lords were dispirited and offered no clear vision for what their plane could be in the absence of the other planes of the Inner Sphere. Laudinmio, the Sovereign of Alchemy, remains in slumber, while Ferrumnestra, the Lady of Rust, treads under the weight of deep despair.", "name": "Plane of Metal", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Metal\" url=\"/Traits.aspx?ID=505\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAfter being cut off since prehistory, the Plane of Metal recently returned to the planar cosmology. Still resuming its ancient form, it wedges \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>", "speed": {}, "summary_markdown": "After being cut off since prehistory, the Plane of Metal recently returned to the planar cosmology. Still resuming its ancient form, it wedges \u2026", "trait": ["Metal"], "trait_markdown": "[Metal](/Traits.aspx?ID=505)", "type": "Plane", "url": "/Planes.aspx?ID=24", "weakness": {}}, {"category": "plane", "element": ["Wood"], "id": "plane-25", "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Plane of Wood](/Planes.aspx?ID=25)</title>\r\n\r\n<traits>\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n<trait label=\"Wood\" url=\"/Traits.aspx?ID=508\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** [elemental lords of wood](/DeityCategories.aspx?ID=8)\r\n\r\n**Native Inhabitants** [ardandes](/Ancestries.aspx?ID=57), [forest dragons](/MonsterFamilies.aspx?ID=227), [kizidhars](/MonsterFamilies.aspx?ID=50), [kodama](/Monsters.aspx?ID=1202), [shades](/Monsters.aspx?ID=758) (wood pneuma), [wood elementals](/MonsterFamilies.aspx?ID=345)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe Plane of Wood recently returned to the planar cosmology after an absence of eons. Still rebuilding to its ancient splendor, it climbs between the Plane of Water and Plane of Air. Fractal tree growth, eternally tended and shaped by the plane\u2019s inhabitants, stretches across the plane with dizzying symmetry. Creatures either enforce and augment this ordered growth or exist as a byproduct thereof. Some drop from the trees as discarded seeds given fresh life, while others chisel or cultivate creatures\u2019 natural beauty to suit their aesthetic tastes. The genies of the plane, kizidhars, are artisans in this field.\n\nThe elemental lords of wood embody the often-paradoxical rigidity and pliancy of their element. When other planes of the Inner Sphere came under threat, the lords acted swiftly to seal off their home, protecting the plane and its residents\u2014yet even in this, they\u2019re said to have disagreed, and the two haven\u2019t spoken in millennia. Shumunue, the Carved Lady of Mimicry, desperately searches for a cure for her great ailment, while Verilorn, Custodian of Oak and Ash, worries that ending the plane\u2019s long isolation will lead to its ruin.", "name": "Plane of Wood", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n<trait label=\"Wood\" url=\"/Traits.aspx?ID=508\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Plane of Wood recently returned to the planar cosmology after an absence of eons. Still rebuilding to its ancient splendor, it climbs between the \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The Plane of Wood recently returned to the planar cosmology after an absence of eons. Still rebuilding to its ancient splendor, it climbs between the \u2026", "trait": ["Subjective Gravity", "Wood"], "trait_markdown": "[Subjective Gravity](/Traits.aspx?ID=705), [Wood](/Traits.aspx?ID=508)", "type": "Plane", "url": "/Planes.aspx?ID=25", "weakness": {}}, {"category": "plane", "id": "plane-26", "legacy_id": ["plane-1"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[The Universe](/Planes.aspx?ID=26)</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 174 <sup>2.0</sup>\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** Dominion of the Black, Gozreh\r\n\r\n**Native Inhabitants** [dwarves](/Ancestries.aspx?ID=59), [elves](/Ancestries.aspx?ID=60), [halflings](/Ancestries.aspx?ID=63), [humans](/Ancestries.aspx?ID=64), [gnomes](/Ancestries.aspx?ID=61), [goblins](/Ancestries.aspx?ID=62), and countless other ancestries\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe Universe is the prosaic realm and the home of mortal life. Innumerable galaxies play host to countless stars and their planets, each housing unique settings for any campaign, with Golarion as the classic example. Other worlds of note like Castrovel, Akiton, Triaxus, and Eox exist within Golarion\u2019s own solar system, and then beyond this, orbiting other distant stars or in other galaxies still, worlds such as Androffa and even Earth swirl within the Universe\u2019s vast and silent void.\n\nYet, for all the profound wonder and diversity of life that the Universe houses, in the dark places between the stars known as the Dark Tapestry, lurk the sinister collective of gods called the [Dominion of the Black](/MonsterFamilies.aspx?ID=394).\n\nThe Universe serves as the destination for pre-incarnate souls, each mortal life born, living, and dying before sending its spirit toward the [planes of the Outer Sphere](/Rules.aspx?ID=3024) for judgment. The Universe is likewise the focus of the gods, each of whom is invested in fostering their own particular portfolio among mortal worshippers and the material world at large.", "name": "The Universe", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 174 <sup>2.0</sup>\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Universe is the prosaic realm and the home of mortal life. Innumerable galaxies play host to countless stars and their planets, each housing \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 174 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The Universe is the prosaic realm and the home of mortal life. Innumerable galaxies play host to countless stars and their planets, each housing \u2026", "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=26", "weakness": {}}, {"category": "plane", "id": "plane-27", "legacy_id": ["plane-3"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Creation's Forge](/Planes.aspx?ID=27)</title>\r\n\r\n<traits>\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n<trait label=\"Unbounded\" url=\"/Traits.aspx?ID=720\" />\r\n<trait label=\"Vitality\" url=\"/Traits.aspx?ID=509\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** none\r\n\r\n**Native Inhabitants** [jyotis](/Monsters.aspx?ID=708), shades (enlightened)\r\n\r\n</column>\r\n\r\n---\r\n\r\nCreation\u2019s Forge is at once the source of life-sustaining vitality energy, the origin of all pre-incarnate mortal souls, and paradoxically the most innately hostile of all of the planes. While vitality energy is deadly to undead and beneficial to living beings, such is the intensity of the plane that unmitigated exposure ultimately incinerates any extraplanar beings without sufficient magical protection. The most apt comparison for the plane\u2019s interior is that of the heart of a burning star. Indeed, the stars of [the Universe](/Planes.aspx?ID=26) each house natural portals to Creation\u2019s Forge within their glowing, potent cores to foster the movement of pre-incarnate souls in their first steps in the great cycle of life and death.\n\nBrilliant and blinding, the plane\u2019s interior is sparsely populated, and the resident phoenix-kin [jyotis](/Monsters.aspx?ID=708) are intensely xenophobic. Dwelling in glimmering, radiant crystalline cities such as Arudrellisiir, they view themselves as gardeners and guardians of souls spawned from their realm\u2019s burning quintessence. Intensely distrustful of gods and their servitors, jyotis can nonetheless be bargained with, and they\u2019ve frequently taken into their custodianship any number of artifacts and imprisoned beings considered too dangerous to house on any other plane.", "name": "Creation's Forge", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n<trait label=\"Unbounded\" url=\"/Traits.aspx?ID=720\" />\r\n<trait label=\"Vitality\" url=\"/Traits.aspx?ID=509\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCreation\u2019s Forge is at once the source of life-sustaining vitality energy, the origin of all pre-incarnate mortal souls, and paradoxically the most \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Creation\u2019s Forge is at once the source of life-sustaining vitality energy, the origin of all pre-incarnate mortal souls, and paradoxically the most \u2026", "trait": ["Subjective Gravity", "Unbounded", "Vitality", "Positive"], "trait_markdown": "[Subjective Gravity](/Traits.aspx?ID=705), [Unbounded](/Traits.aspx?ID=720), [Vitality](/Traits.aspx?ID=509)", "type": "Plane", "url": "/Planes.aspx?ID=27", "weakness": {}}, {"category": "plane", "id": "plane-28", "legacy_id": ["plane-2"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[The Void](/Planes.aspx?ID=28)</title>\r\n\r\n<traits>\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n<trait label=\"Unbounded\" url=\"/Traits.aspx?ID=720\" />\r\n<trait label=\"Void\" url=\"/Traits.aspx?ID=510\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** none\r\n\r\n**Native Inhabitants** [sceaduinars](/Monsters.aspx?ID=794), [wraiths](/MonsterFamilies.aspx?ID=164), and other [undead](/Traits.aspx?ID=722)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe vast nothingness of the Void is a merciless, lightless expanse of manifest destruction and nihilism. Sapping and consuming the life force of any living creature exposed to its energies, it corrodes and disintegrates material objects to rubble, then dust, and then nothing at all, yet the Void contains its own form of anti-life. At their densest concentration, the plane\u2019s energies aggregate into bizarre, black crystalline snowflake structures. These irregularities spontaneously generate the plane\u2019s resident [sceaduinars](/Monsters.aspx?ID=794). Dwelling in beautiful, deadly cities drifting in the vacuous darkness, these so-called void raptors are incapable of true creation and blame this flaw on some ancient betrayal by their rivals in [Creation's Forge](/Planes.aspx?ID=27). Sceaduinars react violently not only toward creatures sustained by [vitality](/Traits.aspx?ID=509) energy, but also toward [undead](/Traits.aspx?ID=722), whom they view as unnatural parasites unworthy of their plane\u2019s energies.\n\nThe black depths swarm with undead, creatures doomed to a mockery of life by the interaction of their souls with the plane\u2019s entropic energy. For all the horrors posed by the Void\u2019s environment, inhabitants, and undead victims, its depths nevertheless hide rare refuges for planar travelers. Malikar's Keep offers shelter, for a price, to those willing to bargain with its titular lich master. Elsewhere, the depths hide entire lost worlds, such as Fallen Duromak, and deadly mysteries like the planet-sized, undead-entrapping glass sphere, Eternity's Doorstep.", "name": "The Void", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n<trait label=\"Unbounded\" url=\"/Traits.aspx?ID=720\" />\r\n<trait label=\"Void\" url=\"/Traits.aspx?ID=510\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe vast nothingness of the Void is a merciless, lightless expanse of manifest destruction and nihilism. Sapping and consuming the life force of any \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The vast nothingness of the Void is a merciless, lightless expanse of manifest destruction and nihilism. Sapping and consuming the life force of any \u2026", "trait": ["Subjective Gravity", "Unbounded", "Void", "Negative"], "trait_markdown": "[Subjective Gravity](/Traits.aspx?ID=705), [Unbounded](/Traits.aspx?ID=720), [Void](/Traits.aspx?ID=510)", "type": "Plane", "url": "/Planes.aspx?ID=28", "weakness": {}}, {"category": "plane", "element": ["Air"], "id": "plane-29", "legacy_id": ["plane-4"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Plane of Air](/Planes.aspx?ID=29)</title>\r\n\r\n<traits>\r\n<trait label=\"Air\" url=\"/Traits.aspx?ID=527\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** [elemental lords of air](/DeityCategories.aspx?ID=8)\r\n\r\n**Native Inhabitants** [air elementals](/MonsterFamilies.aspx?ID=408), [cloud dragons](/MonsterFamilies.aspx?ID=176), [jaathooms](/Monsters.aspx?ID=3003), shades (air pneuma)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe Plane of Air, innermost of the Elemental Planes, is a vast realm of wind, storms, and skies. Illuminated by great artificial globes of flame and distant starlight from [the material universe](/Planes.aspx?ID=26), the plane is populated by [air elementals](/MonsterFamilies.aspx?ID=408), [dragons](/MonsterFamilies.aspx?ID=176), [air scamps](/Monsters.aspx?ID=2985), and a great empire of [jaathoom genies](/Monsters.aspx?ID=3003). Though mostly clouds and empty skies, the plane isn\u2019t entirely bereft of solid ground, including rock and ice created by the residents or dragged into their realm from the distant [Plane of Earth](/Planes.aspx?ID=30) or neighboring [Plane of Water](/Planes.aspx?ID=32). The returning pockets of the [Plane of Wood](/Planes.aspx?ID=25) have let loose giant pieces of driftwood into the plane as well. Bizarre, drifting spheres of brass and iron make for the most convenient navigational aids; the former housing the cities of the vast Jaathoom Empire, the latter almost entirely abandoned and shunned by the plane\u2019s inhabitants, who believe them cursed, entrapping forgotten, ancient enemies who once ravaged the plane.\n\nThe jaathooms rule from their shining capital city of Armun Kelisk, built atop a series of seven floating islands. Their vast trade network crisscrosses the skies and ventures to other planes, kept aloft by natural and magical flight, including great [airships](/Vehicles.aspx?ID=57) that allow visitors to quickly and safely traverse the skies. The jaathooms are welcoming and gracious hosts to extraplanar travelers and adventurers, a perspective not shared by [Hshurha the Duchess of All Winds](/Deities.aspx?ID=103), one of the [elemental lords](/DeityCategories.aspx?ID=8) of air.", "name": "Plane of Air", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Air\" url=\"/Traits.aspx?ID=527\" />\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Plane of Air, innermost of the Elemental Planes, is a vast realm of wind, storms, and skies. Illuminated by great artificial globes of flame and \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The Plane of Air, innermost of the Elemental Planes, is a vast realm of wind, storms, and skies. Illuminated by great artificial globes of flame and \u2026", "trait": ["Air", "Subjective Gravity"], "trait_markdown": "[Air](/Traits.aspx?ID=527), [Subjective Gravity](/Traits.aspx?ID=705)", "type": "Plane", "url": "/Planes.aspx?ID=29", "weakness": {}}, {"category": "plane", "element": ["Earth"], "id": "plane-30", "legacy_id": ["plane-5"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Plane of Earth](/Planes.aspx?ID=30)</title>\r\n\r\n<traits>\r\n<trait label=\"Earth\" url=\"/Traits.aspx?ID=585\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** [elemental lords of earth](/DeityCategories.aspx?ID=8), [Nivi Rhombodazzle](/Deities.aspx?ID=44)\r\n\r\n**Native Inhabitants** [crystal dragons](/MonsterFamilies.aspx?ID=177), [earth elementals](/MonsterFamilies.aspx?ID=409), [jabalis](/Monsters.aspx?ID=3004), shades (earth pneuma)\r\n\r\n</column>\r\n\r\n---\r\n\r\nA great and rocky shell situated between the [Plane of Fire](/Planes.aspx?ID=31) and [Plane of Water](/Planes.aspx?ID=32), the Eternal Delve hosts a unique and varied ecology of creatures at home in its rocky depths. Far from an endless, solid expanse, the [Plane of Earth](/Planes.aspx?ID=30) is riddled with great caverns and cave systems, excavated artificial vaults, vast crystalline geodes, and underground oceans and springs of magma where it borders its neighboring planes. Housing untold riches in gemstones and veins of precious metals, the Plane of Earth is an attractive setting for planar travelers seeking wealth and willing to risk danger and the wrath of [elementals](/MonsterFamilies.aspx?ID=409), [jabalis](/Monsters.aspx?ID=3004), and other inhabitants who resent the plunder of their home.\n\nWhile elementals have little organized society, the jabali genies\u2019 Peerless Empire rules much of the plane from its capital, the Opaline Vault\u2014a rainbow-lit city within a 30-mile-wide geode cavern. They brook little dissent, and their rule can be harsh. They\u2019re downright welcoming, however, compared to [Ayrzul the Fossilized King](/Deities.aspx?ID=102), the hated [elemental lord](/DeityCategories.aspx?ID=8) of earth who rules a great expanse of rock from his radiation-poisoned domain, the Blistering Labyrinth.", "name": "Plane of Earth", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Earth\" url=\"/Traits.aspx?ID=585\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA great and rocky shell situated between the  Plane of Fire  and  Plane of Water , the Eternal Delve hosts a unique and varied ecology of creatures \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 175 <sup>2.0</sup>", "speed": {}, "summary_markdown": "A great and rocky shell situated between the  Plane of Fire  and  Plane of Water , the Eternal Delve hosts a unique and varied ecology of creatures \u2026", "trait": ["Earth"], "trait_markdown": "[Earth](/Traits.aspx?ID=585)", "type": "Plane", "url": "/Planes.aspx?ID=30", "weakness": {}}, {"category": "plane", "element": ["Fire"], "id": "plane-31", "legacy_id": ["plane-6"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Plane of Fire](/Planes.aspx?ID=31)</title>\r\n\r\n<traits>\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=604\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** [elemental lords of fire](/DeityCategories.aspx?ID=8), Feronia\r\n\r\n**Native Inhabitants** [fire elementals](/MonsterFamilies.aspx?ID=410), [ifrits](/Monsters.aspx?ID=3006), [magma dragons](/MonsterFamilies.aspx?ID=178), [munsahirs](/MonsterFamilies.aspx?ID=342), shades (fire pneuma)\r\n\r\n</column>\r\n\r\n---\r\n\r\nLike a great, gleaming ball of flame situated at the heart of the [Astral Plane](/Planes.aspx?ID=33), the Plane of Fire is the outermost plane of the [Inner Sphere](/Rules.aspx?ID=3022). A perpetual ocean of fire with skies of smoke, storms of raining cinders, and lakes and rivers of magma flowing along its border with the [Elemental Plane of Earth](/Planes.aspx?ID=30), the plane is incredibly hostile to those unprepared for its natural hazards. Yet, it houses one of the most well-known and traversed cities in all the planes: Medina Mudii\u2019a, capital of the Dominion of Flame. Floating above a sea of fire upon a great hemisphere of magical brass, Medina Mudii\u2019a is a monument both to [ifrits\u2019](/Monsters.aspx?ID=3006) cosmopolitan grandeur and tyranny, the latter embodied by the grand sultana of the ifrits. Outside of the mercantile districts and the palaces and temples of the fire genies, the city houses a vast oppressed underclass, including creatures from other planes.\n\nThe ifrit domain isn\u2019t absolute, and elsewhere in the plane are nations of [fire scamps](/Monsters.aspx?ID=2987) and the remains of an ancient [munsahir](/MonsterFamilies.aspx?ID=342) empire. While they don\u2019t form any cohesive, organized nations, the plane\u2019s [fire elementals](/MonsterFamilies.aspx?ID=410) are ruled over by the plane\u2019s most powerful entity, [Ymeri the Queen of the Inferno](/Deities.aspx?ID=108), the warlike [elemental lord](/DeityCategories.aspx?ID=8) of fire whose reign has gone unquestioned since the imprisonment of her rival [Atreia](/Deities.aspx?ID=101) eons ago.", "name": "Plane of Fire", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=604\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLike a great, gleaming ball of flame situated at the heart of the  Astral Plane , the Plane of Fire is the outermost plane of the  Inner Sphere . A \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Like a great, gleaming ball of flame situated at the heart of the  Astral Plane , the Plane of Fire is the outermost plane of the  Inner Sphere . A \u2026", "trait": ["Fire"], "trait_markdown": "[Fire](/Traits.aspx?ID=604)", "type": "Plane", "url": "/Planes.aspx?ID=31", "weakness": {}}, {"category": "plane", "element": ["Water"], "id": "plane-32", "legacy_id": ["plane-7"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Plane of Water](/Planes.aspx?ID=32)</title>\r\n\r\n<traits>\r\n<trait label=\"Water\" url=\"/Traits.aspx?ID=732\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>\n\n**Category** Inner Sphere Planes\r\n\r\n**Divinities** [elemental lords of water](/DeityCategories.aspx?ID=8)\r\n\r\n**Native Inhabitants** [brine dragons](/MonsterFamilies.aspx?ID=175), [faydhaans](/Monsters.aspx?ID=3005), shades (water pneuma), [water elementals](/MonsterFamilies.aspx?ID=412)\r\n\r\n</column>\r\n\r\n---\r\n\r\nBeyond the skies of the [Plane of Air](/Planes.aspx?ID=29), the roots of the newly regrown [Plane of Wood](/Planes.aspx?ID=25) are nurtured by the vast, spherical, liquid shell of the Plane of Water. Its nearly limitless stretches of saline, fresh, and brackish seas teem with all manner of oceanic life, lit by submerged suns and bioluminescence before descending into the black, benthic depths where the plane borders the [Plane of Earth](/Planes.aspx?ID=30). While it\u2019s perfectly amenable to water-breathing creatures, air-breathing travelers must provide their own supply of air or magical means to breathe while on the plane. Bubbles of breathable atmosphere are relatively rare and securely guarded, anchored over places of trade and commerce with outsiders, such as the great city of Vialesk, founded by immigrant [undines](/Ancestries.aspx?ID=37). The plane\u2019s oceans, dotted by vast forests of kelp, magical currents, and strange phenomena, play host to empires of [merfolk](/MonsterFamilies.aspx?ID=443), predatory and expansionist [sea devils](/MonsterFamilies.aspx?ID=88), and the holdings of the plane\u2019s great [brine dragons](/MonsterFamilies.aspx?ID=175).\n\nWhile [faydhaans](/Monsters.aspx?ID=3005) once claimed nearly absolute dominion over the plane of their origin, their empire long ago fell into deterioration and disunity. Their ravaged cities sank into the depths, and their present-day holdings remain a shadow of their former grandeur. [Kelizandri the Brackish Emperor](/Deities.aspx?ID=104), the prideful [elemental lord](/DeityCategories.aspx?ID=8) of water and cause of the genies\u2019 ruin, rules the dark, saline depths, feasting on all rivals and hoarding the vast, stolen wealth of the fallen faydhaan cities\u2014but the return of his counterpart [Lysianassa, Empress of the Torrent](/Deities.aspx?ID=105), now threatens his hold on the plane. Unlike other subjective gravity planes, on the Plane of Water, a creature moves based on its [swim Speed](/Rules.aspx?ID=2351) and must use actions to [Swim](/Actions.aspx?ID=2381) if it doesn\u2019t have one.", "name": "Plane of Water", "plane_category": "Inner Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Water\" url=\"/Traits.aspx?ID=732\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>\r\n\r\n**Category** Inner Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBeyond the skies of the  Plane of Air , the roots of the newly regrown  Plane of Wood  are nurtured by the vast, spherical, liquid shell of the Plane \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 176 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Beyond the skies of the  Plane of Air , the roots of the newly regrown  Plane of Wood  are nurtured by the vast, spherical, liquid shell of the Plane \u2026", "trait": ["Water"], "trait_markdown": "[Water](/Traits.aspx?ID=732)", "type": "Plane", "url": "/Planes.aspx?ID=32", "weakness": {}}, {"category": "plane", "id": "plane-33", "legacy_id": ["plane-8"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Astral Plane](/Planes.aspx?ID=33)</title>\r\n\r\n<traits>\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n<trait label=\"Timeless\" url=\"/Traits.aspx?ID=713\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 177 <sup>2.0</sup>\n\n**Category** Transitive Planes\r\n\r\n**Divinities** [Alseta](/Deities.aspx?ID=30), [Apsu](/Deities.aspx?ID=149)\r\n\r\n**Native Inhabitants** shades (untethered), [shining children](/Monsters.aspx?ID=3190)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe Silver Sea surrounds the [planes of the Inner Sphere](/Rules.aspx?ID=3022), separating them from those of the [Outer Sphere](/Rules.aspx?ID=3024). The Astral Plane provides the backdrop against which the River of Souls flows from [the Universe](/Planes.aspx?ID=26), ushering departed spirits toward the [Boneyard](/Planes.aspx?ID=39) for final judgment. Far from an empty void, the Astral\u2019s silver substance churns with currents and storms from the metaphysical heat of the [Plane of Fire](/Planes.aspx?ID=31), and where it touches the chaos of the [Maelstrom](/Planes.aspx?ID=43), the resulting eddies interact with the memories of the dead to produce fleeting simulacra and even demiplanes.\n\nThe River of Souls draws the attention of soul-hunting [daemons](/MonsterFamilies.aspx?ID=386) and opportunistic [night hags](/Monsters.aspx?ID=257) like sharks drawn to the scent of blood. Led by [psychopomps](/MonsterFamilies.aspx?ID=458), a cross section of nearly every type of [celestial](/Traits.aspx?ID=551) and [monitor](/Traits.aspx?ID=655) in existence, along with some [fiends](/Traits.aspx?ID=600), defends the proper flow of souls against such predators. Running opposite the River of Souls is the flow of raw quintessence spun off from the so-called Antipode, channeled by aeons back toward the [Creation\u2019s Forge](/Planes.aspx?ID=27).\n\nTravelers within the Astral find the plane untouched by the passage of time, a property exploited by many mortals fearing old age. Time, however, isn\u2019t easily escaped, and upon exiting the Astral Plane, a creature finds this debt catching up to them, potentially aging to dust in moments.", "name": "Astral Plane", "plane_category": "Transitive Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n<trait label=\"Timeless\" url=\"/Traits.aspx?ID=713\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 177 <sup>2.0</sup>\r\n\r\n**Category** Transitive Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Silver Sea surrounds the  planes of the Inner Sphere , separating them from those of the  Outer Sphere . The Astral Plane provides the backdrop \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 177 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The Silver Sea surrounds the  planes of the Inner Sphere , separating them from those of the  Outer Sphere . The Astral Plane provides the backdrop \u2026", "trait": ["Subjective Gravity", "Timeless"], "trait_markdown": "[Subjective Gravity](/Traits.aspx?ID=705), [Timeless](/Traits.aspx?ID=713)", "type": "Plane", "url": "/Planes.aspx?ID=33", "weakness": {}}, {"category": "plane", "id": "plane-34", "legacy_id": ["plane-9"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Ethereal Plane](/Planes.aspx?ID=34)</title>\r\n\r\n<traits>\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 177 <sup>2.0</sup>\n\n**Category** Transitive Planes\r\n\r\n**Divinities** Alazhra\r\n\r\n**Native Inhabitants** [ether spiders](/Monsters.aspx?ID=203), [hags](/MonsterFamilies.aspx?ID=425), shades (terrorized)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe Ethereal Plane is a vast, misty realm overlapping each of the [Inner Planes](/Rules.aspx?ID=3022). Formed by the interacting tidal forces of creation and destruction from [Creation\u2019s Forge](/Planes.aspx?ID=27) and [the Void](/Planes.aspx?ID=28), this plane swirls with currents and eddies of fog, lit only by erratic pulses of soft green luminescence and dim light of those planes it overlays, visible but ever intangible. While mortals most often use the Ethereal Plane as a means of transit, moving by force of will in the absence of gravity to bypass barriers on their own plane, the Ethereal hosts dangers and wonders, things lost or abandoned in the mists, and things spun from local eddies in the ethereal protomatter. Predatory monsters, [ether spiders](/Monsters.aspx?ID=203), [hags](/MonsterFamilies.aspx?ID=425) and their goddess Alazhra, and all manner of incorporeal [undead](/Traits.aspx?ID=722) roam the Space Between Spaces.\n\nWhile travelers can easily become lost in the mists with little to guide them, the plane does host some permanent structures, drawing adventurers or dissuading them. One such location, the House of the Itinerant Soul, houses wayward or lost souls, offering visitors shelter and a way to avoid turning into undead while avoiding the pull of the River of Souls. The grand cathedral also serves as a focus for mortal planar travelers, given its safety and the presence of friendly spirits willing to serve as guides in the surrounding mists.", "name": "Ethereal Plane", "plane_category": "Transitive Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=705\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 177 <sup>2.0</sup>\r\n\r\n**Category** Transitive Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Ethereal Plane is a vast, misty realm overlapping each of the  Inner Planes . Formed by the interacting tidal forces of creation and destruction \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 177 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The Ethereal Plane is a vast, misty realm overlapping each of the  Inner Planes . Formed by the interacting tidal forces of creation and destruction \u2026", "trait": ["Subjective Gravity"], "trait_markdown": "[Subjective Gravity](/Traits.aspx?ID=705)", "type": "Plane", "url": "/Planes.aspx?ID=34", "weakness": {}}, {"category": "plane", "id": "plane-35", "legacy_id": ["plane-10"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[First World](/Planes.aspx?ID=35)</title>\r\n\r\n<traits>\r\n<trait label=\"Erratic\" url=\"/Traits.aspx?ID=592\" />\r\n<trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=649\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 177 <sup>2.0</sup>\n\n**Category** Transitive Planes\r\n\r\n**Divinities** [the Eldest](/DeityCategories.aspx?ID=7)\r\n\r\n**Native Inhabitants** [fey](/Traits.aspx?ID=599), [linnorms](/MonsterFamilies.aspx?ID=439)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe First World was a first draft of [the Universe](/Planes.aspx?ID=26), crafted by divinities to test their metaphorical materials and palettes of colors before setting it aside to create a second, final version of their work. A realm of extremes\u2014bestial, primal, and beautiful\u2014 with colors and sensations brighter and more intense than the mundane world created after it, the First World is populated by [fey](/Traits.aspx?ID=599) and the divine entities known as the [Eldest](/DeityCategories.aspx?ID=7). Mirroring mercurial fey whimsy, the First World\u2019s laws of nature constantly and unpredictably change. Distance and time are wildly inconsistent, such that mortal travelers might spend an hour or a day within the First World, only to find a century or only a few seconds passed once they return to their own plane.\n\nThe First World stands outside the cycle of souls, something the fey call the Great Abandonment, save for rare worshippers of the Eldest whose souls incarnate here as fey. However, the plane\u2019s proximity to [Creation\u2019s Forge](/Planes.aspx?ID=27) provides an environment bursting with all manner of strange life and a general absence of true death for its native fey unless they leave\u2014as did [gnomes](/Ancestries.aspx?ID=61). Natural gates in wild places of the mortal realm connect to the First World, which fey often use to visit the Universe or ensnare mortals for their capricious desires.", "name": "First World", "plane_category": "Transitive Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Erratic\" url=\"/Traits.aspx?ID=592\" />\r\n<trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=649\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 177 <sup>2.0</sup>\r\n\r\n**Category** Transitive Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe First World was a first draft of  the Universe , crafted by divinities to test their metaphorical materials and palettes of colors before setting \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 177 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The First World was a first draft of  the Universe , crafted by divinities to test their metaphorical materials and palettes of colors before setting \u2026", "trait": ["Erratic", "Metamorphic"], "trait_markdown": "[Erratic](/Traits.aspx?ID=592), [Metamorphic](/Traits.aspx?ID=649)", "type": "Plane", "url": "/Planes.aspx?ID=35", "weakness": {}}, {"category": "plane", "id": "plane-36", "legacy_id": ["plane-11"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[The Netherworld](/Planes.aspx?ID=36)</title>\r\n\r\n<traits>\r\n<trait label=\"Shadow\" url=\"/Traits.aspx?ID=693\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 178 <sup>2.0</sup>\n\n**Category** Transitive Planes\r\n\r\n**Divinities** [velstrac demagogues](/MonsterFamilies.aspx?ID=111), [Zon-Kuthon](/Deities.aspx?ID=296)\r\n\r\n**Native Inhabitants** [calignis](/MonsterFamilies.aspx?ID=375), [d'ziriaks](/Monsters.aspx?ID=644), [kayals (fetchlings)](/Ancestries.aspx?ID=30), shades (the mutilated), [umbral dragons](/MonsterFamilies.aspx?ID=179), [velstracs](/MonsterFamilies.aspx?ID=111)\r\n\r\n</column>\r\n\r\n---\r\n\r\nA murky, distorted, and imperfect mirror of [the Universe](/Planes.aspx?ID=26), the Netherworld overlaps the Universe and serves as a buffer or conduit between it and [the Void](/Planes.aspx?ID=28). The Netherworld exists in a state of perpetually dim half-light, the landscape containing similar features to the overlapping Universe, but in warped or twisted fashions. Cities in the Universe might exist in the Netherworld, sometimes in ruins and sometimes as terrible, frightening replicas. The darkness also holds points of beauty and relative safety, such as the great city of Shadow Absalom. The bleak doppelganger of Golarion\u2019s own Absalom hosts cross-planar trade facilitated by a permanent, one-way portal out of the gloom.\n\nThe Netherworld is populated by dark, altered versions of creatures from the Universe, many of them immigrants that have adapted to the shadow after being trapped in the realm for generations. The shadow natives known as [kayals](/Ancestries.aspx?ID=30)\u2014also called fetchlings\u2014were originally [humans](/Ancestries.aspx?ID=64) before thousands of years of exposure to the Netherworld and intermarriage with strange beings forever altered them. [Velstracs](/MonsterFamilies.aspx?ID=111), who long ago fled from [Hell](/Planes.aspx?ID=42), have since adopted the Netherworld as their home, spreading their horrific message of perfection through mutilation in service to their victim and patron, the god [Zon-Kuthon](/Deities.aspx?ID=296). In contrast, [d\u2019ziriaks](/Monsters.aspx?ID=644) originated within the Netherworld itself, as did the fearsome [umbral dragons](/MonsterFamilies.aspx?ID=179) ruling self-crafted fiefdoms within the shadows. Greatest of them is Argrinyxia, who rules over Shadow Absalom.", "name": "The Netherworld", "plane_category": "Transitive Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Shadow\" url=\"/Traits.aspx?ID=693\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 178 <sup>2.0</sup>\r\n\r\n**Category** Transitive Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA murky, distorted, and imperfect mirror of  the Universe , the Netherworld overlaps the Universe and serves as a buffer or conduit between it and  \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 178 <sup>2.0</sup>", "speed": {}, "summary_markdown": "A murky, distorted, and imperfect mirror of  the Universe , the Netherworld overlaps the Universe and serves as a buffer or conduit between it and  \u2026", "trait": ["Shadow"], "trait_markdown": "[Shadow](/Traits.aspx?ID=693)", "type": "Plane", "url": "/Planes.aspx?ID=36", "weakness": {}}, {"category": "plane", "id": "plane-37", "legacy_id": ["plane-12"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Abaddon](/Planes.aspx?ID=37)</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Ahriman](/Deities.aspx?ID=220), [daemon harbingers](/MonsterFamilies.aspx?ID=386), [Fumeiyoshi](/Deities.aspx?ID=305), [Horsemen of the Apocalypse](/DeityCategories.aspx?ID=11), [Lao Shu Po](/Deities.aspx?ID=312), [Urgathoa](/Deities.aspx?ID=295), [Zyphus](/Deities.aspx?ID=160)\r\n\r\n**Native Inhabitants** [daemons](/MonsterFamilies.aspx?ID=386), shades (the hunted)\r\n\r\n</column>\r\n\r\n---\r\n\r\nA perpetual eclipse looms above the bleak wastelands of Abaddon, shedding an eerie half-light over a landscape of toxic, disease-ridden swamps, volcanic wastes, fog-shrouded forests, and the glittering, memory-devouring ribbon of the River Styx. An unnatural silence blankets the plane, cut only by the wails of shades falling from the sky like screaming, falling stars, or those already condemned upon the ground, desperate to find safety that doesn\u2019t exist. [Daemons](/MonsterFamilies.aspx?ID=386), the physical embodiments of meaningless death and oblivion, roam unchecked, owing allegiance only to the [Four Horsemen of the Apocalypse](/DeityCategories.aspx?ID=11): [Death](/Deities.aspx?ID=135), [Famine](/Deities.aspx?ID=137), [Pestilence](/Deities.aspx?ID=134), and [War](/Deities.aspx?ID=136). In the courts of the Horsemen and the neutral grounds of trade cities such as Awaiting-Consumption, the soul trade serves daemonic hunger and industrialized extinction. [Hags](/MonsterFamilies.aspx?ID=425) and other creatures ply the trade or make their way along the margins of daemonic society, eager to avoid consumption themselves by the plane\u2019s nihilistic masters.\n\n[Urgathoa](/Deities.aspx?ID=295) and [Zyphus](/Deities.aspx?ID=160) claim divine domains here, their shades granted freedom from predation, yet something far worse glares down upon these gods and the Horseman alike. Abaddon\u2019s perpetual eclipse might be nothing less than the lidded, comatose eye of the Bound Prince, the First Horseman, betrayed and cast down by the Four, forgotten by the cosmos at large, but far too powerful for them to destroy\u2014waiting, watching, and hungering.", "name": "Abaddon", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA perpetual eclipse looms above the bleak wastelands of Abaddon, shedding an eerie half-light over a landscape of toxic, disease-ridden swamps, \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>", "speed": {}, "summary_markdown": "A perpetual eclipse looms above the bleak wastelands of Abaddon, shedding an eerie half-light over a landscape of toxic, disease-ridden swamps, \u2026", "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=37", "weakness": {}}, {"category": "plane", "id": "plane-38", "legacy_id": ["plane-14"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Axis](/Planes.aspx?ID=38)</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Abadar](/Deities.aspx?ID=277), [Brigh](/Deities.aspx?ID=33), [Chaldira](/Deities.aspx?ID=35), halfling pantheon, [Irori](/Deities.aspx?ID=286), [Lissala](/Deities.aspx?ID=156), [Milani](/Deities.aspx?ID=43), [Norgorber](/Deities.aspx?ID=289), primal monitors\r\n\r\n**Native Inhabitants** [aeons](/MonsterFamilies.aspx?ID=357), shades (remade)\r\n\r\n</column>\r\n\r\n---\r\n\r\nAxis is a realm of pure, absolute order, unhindered by moral concerns. The plane takes the form of a vast, gleaming, perfectly structured city. Built at the base of [Pharasma](/Deities.aspx?ID=290)\u2019s Spire, the Perfect City is a bulwark against the chaos of the [Maelstrom](/Planes.aspx?ID=43) and the [Outer Rifts](/Planes.aspx?ID=45), with vast mechanical armies marching forth to explore, define, and pacify an imperfect, unruly universe. Axis is also home to [axiomites](/Monsters.aspx?ID=2792): beings composed of living mathematics and equations. Axiomites continue to work on their organization of the cosmos but increasingly turn their attentions to the planar city of Axis itself; as with any city, Axis requires nonstop maintenance and improvement in order to resist the march of time.\n\nAxis\u2019s natives are far from the only inhabitants of their cosmopolitan realm. [Devils](/MonsterFamilies.aspx?ID=389) and [archons](/MonsterFamilies.aspx?ID=365) often visit along with shades, mortal travelers, and smaller numbers of most every other kind of extraplanar being. [Abadar](/Deities.aspx?ID=277) and other deities make their homes in the realm. The empty, former domain of Aroden languishes here, while below the streets lies [Norgorber\u2019s](/Deities.aspx?ID=289) domain, a labyrinthine undercity.", "name": "Axis", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAxis is a realm of pure, absolute order, unhindered by moral concerns. The plane takes the form of a vast, gleaming, perfectly structured city. Built \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Axis is a realm of pure, absolute order, unhindered by moral concerns. The plane takes the form of a vast, gleaming, perfectly structured city. Built \u2026", "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=38", "weakness": {}}, {"category": "plane", "id": "plane-39", "legacy_id": ["plane-15"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Boneyard](/Planes.aspx?ID=39)</title>\r\n\r\n<traits>\r\n<trait label=\"Timeless\" url=\"/Traits.aspx?ID=713\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Achaekek](/Deities.aspx?ID=29), [Groetus](/Deities.aspx?ID=38), [psychopomp ushers](/MonsterFamilies.aspx?ID=458), [Pharasma](/Deities.aspx?ID=290)\r\n\r\n**Native Inhabitants** shades (the dead), [psychopomps](/MonsterFamilies.aspx?ID=458)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe Boneyard spans an impossibly tall and ever-growing spire of gleaming quintessence that rises up into the silver void of the [Astral Plane](/Planes.aspx?ID=33). As the destination of the River of Souls, the Boneyard is where the souls of the mortal dead arrive for judgment and for [Pharasma](/Deities.aspx?ID=290) and her psychopomp servitors to direct them to their respective afterlives. Pharasma\u2019s domain is separated into eight courts, each corresponding to one of the other planes of the [Outer Sphere](/Rules.aspx?ID=3024) and collecting the souls due to that plane. Not every soul goes unchallenged, and proxies of gods and planes argue and debate over souls, with final arbitration conducted by Pharasma herself.\n\nWhile Pharasma rules absolutely within the Boneyard, she isn\u2019t the only divinity there. The demigod [psychopomp](/MonsterFamilies.aspx?ID=458) ushers dwell within the plane in service to her, and the deity [Achaekek](/Deities.aspx?ID=29) dwells below at the spire\u2019s root. Looming high above as a skull-faced moon waits [Groetus](/Deities.aspx?ID=38), the god of the end times, his orbit slowly decaying in minuscule iterations supposedly counting down to the last days of the cosmos.\n\nPharasma\u2019s courts and the surrounding Graveyard of Souls are not the only features atop the spire. Beyond the graveyard, the Spirelands manifest environments much like those of the varied worlds of [the Universe](/Planes.aspx?ID=26), filled with the souls of neutral shades who have nowhere else to go as they are unclaimed by any gods and did nothing in life to suggest any particular ethos.", "name": "Boneyard", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Timeless\" url=\"/Traits.aspx?ID=713\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Boneyard spans an impossibly tall and ever-growing spire of gleaming quintessence that rises up into the silver void of the  Astral Plane . As \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The Boneyard spans an impossibly tall and ever-growing spire of gleaming quintessence that rises up into the silver void of the  Astral Plane . As \u2026", "trait": ["Timeless"], "trait_markdown": "[Timeless](/Traits.aspx?ID=713)", "type": "Plane", "url": "/Planes.aspx?ID=39", "weakness": {}}, {"category": "plane", "id": "plane-40", "legacy_id": ["plane-16"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Elysium](/Planes.aspx?ID=40)</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Calistria](/Deities.aspx?ID=279), [Cayden Cailean](/Deities.aspx?ID=280), [Desna](/Deities.aspx?ID=281), [elven pantheon](/Deities.aspx?ID=197), [empyreal lords](/DeityCategories.aspx?ID=10), [Gorum](/Deities.aspx?ID=283), giant pantheon, [Kofusachi](/Deities.aspx?ID=309), [Milani](/Deities.aspx?ID=43), [Nocticula](/Deities.aspx?ID=45)\r\n\r\n**Native Inhabitants** [azatas](/MonsterFamilies.aspx?ID=368), shades (the chosen)\r\n\r\n</column>\r\n\r\n---\r\n\r\nVerdant, wild, and unrestrained by order, where passion and creation are fostered and rewarded, the plane of Elysium is a place of wild, idealized natural beauty. The so-called Promised Land and its inhabitants represent a wide variety of freely given benevolence, often willing to directly aid visitors but more often serving as inspirations and muses to foster positive change and self-realized success. Elysium\u2019s shades, known as the chosen, appear as idealized versions of their mortal selves, each pursuing their own self-determined actions and finding their unique paths to join the ranks of the plane\u2019s celestials.\n\n[Azatas](/MonsterFamilies.aspx?ID=368)\u2014the plane\u2019s primary denizens\u2014organize into fleeting, competitive courts, each rewarding heroism and creativity above all else. Elysium hosts a number of resident deities, including [Calistria](/Deities.aspx?ID=279) and the [elven pantheon](/Deities.aspx?ID=197), [Cayden Cailean](/Deities.aspx?ID=280), [Desna](/Deities.aspx?ID=281), [Gorum](/Deities.aspx?ID=283), and various [empyreal lords](/DeityCategories.aspx?ID=10). Visitors from across the planes are drawn to Elysium\u2019s Wandering City of Emerald Song, a mobile, impermanent, and ever-changing city of azatas organized by their princess, Anduarine the Muse, filled with art, craft, revelry, song, and trade.", "name": "Elysium", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nVerdant, wild, and unrestrained by order, where passion and creation are fostered and rewarded, the plane of Elysium is a place of wild, idealized \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 179 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Verdant, wild, and unrestrained by order, where passion and creation are fostered and rewarded, the plane of Elysium is a place of wild, idealized \u2026", "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=40", "weakness": {}}, {"category": "plane", "id": "plane-41", "legacy_id": ["plane-17"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Heaven](/Planes.aspx?ID=41)</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [dwarven pantheon](/Deities.aspx?ID=196), Easivra, [empyreal lords](/DeityCategories.aspx?ID=10), [Erastil](/Deities.aspx?ID=282), [Iomedae](/Deities.aspx?ID=285), [Shizuru](/Deities.aspx?ID=315), [Torag](/Deities.aspx?ID=294), [Tsukiyo](/Deities.aspx?ID=317)\r\n\r\n**Native Inhabitants** [archons](/MonsterFamilies.aspx?ID=365), shades (the elect)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe great mountain of Heaven is the realm of structured benevolence made manifest. Organized into seven tiers, the mountain\u2019s solid appearance is actually malleable, making way for a vast assemblage of varied environments to accommodate both its own [celestials](/Traits.aspx?ID=551) and the souls who migrate there. Devoted to defending the innocent and crusading against the wicked, Heaven\u2019s [archons](/MonsterFamilies.aspx?ID=365) marshal into vast armies, commanded by their [empyreal lords](/DeityCategories.aspx?ID=10). [Angels](/MonsterFamilies.aspx?ID=359) collaborate with the archon legions but typically act in more direct service to Heaven\u2019s resident deities, with [Iomedae](/Deities.aspx?ID=285), [Erastil](/Deities.aspx?ID=282), and [Torag](/Deities.aspx?ID=294) the most prominent among them.\n\nShades known as the elect manifest at the mountain\u2019s base, and their subsequent climb up the seemingly endless, unreachable heights is both a literal and figurative journey. Progress is about personal growth and spiritual purification as the shades grow more and more attuned to the plane. Likewise, progress from one layer to the next is often impossible without permission from the archons or spiritual alignment with Heaven itself. Most visitors arrive at the city of Heaven\u2019s Shore, a place open to both traders and to pilgrims of good intent. Access beyond its heavily guarded walls is difficult, to say nothing of scaling the mountain. At its pinnacle is the Garden, Heaven\u2019s ultimate layer. Unattended and empty, the Garden is a beautiful, transcendent mystery even to its resident deities and the source of the plane\u2019s call of self-perfection to its shades.", "name": "Heaven", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe great mountain of Heaven is the realm of structured benevolence made manifest. Organized into seven tiers, the mountain\u2019s solid appearance is \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The great mountain of Heaven is the realm of structured benevolence made manifest. Organized into seven tiers, the mountain\u2019s solid appearance is \u2026", "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=41", "weakness": {}}, {"category": "plane", "id": "plane-42", "legacy_id": ["plane-18"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Hell](/Planes.aspx?ID=42)</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [archdevils](/DeityCategories.aspx?ID=4), [Asmodeus](/Deities.aspx?ID=278), [Dahak](/Deities.aspx?ID=150), [Erecura](/Deities.aspx?ID=151), [General Susumu](/Deities.aspx?ID=306), infernal dukes, Minderhal, [Yaezhing](/Deities.aspx?ID=318), Zursvaater, [queens of the night](/DeityCategories.aspx?ID=14)\r\n\r\n**Native Inhabitants** [devils](/MonsterFamilies.aspx?ID=389), [hell hounds](/MonsterFamilies.aspx?ID=427), shades (the damned)\r\n\r\n</column>\r\n\r\n---\r\n\r\nHell is the realm of devils, the multiversal seat of tyranny and malignant laws, and the divine domain of [Asmodeus, the Prince of Darkness](/Deities.aspx?ID=278). Here, every act is authorized, calculated, recorded, and set like perfectly ordered clockwork within a vast machine driven on methodical suffering and greased with pain and purification. The nine inverted layers of Hell violently oppose the surrounding fabric of the [Maelstrom](/Planes.aspx?ID=43), each layer shaped to reflect the nature of its ruling [archdevil](/DeityCategories.aspx?ID=4). Avernus\u2019s volcanic wastes, ruled by [Barbatos](/Deities.aspx?ID=64), are the marshaling place of Hell\u2019s armies and where newly damned souls are shackled and shuffled off to their assigned torment. [Dispater](/Deities.aspx?ID=66)\u2019s layer of Dis is a great iron city: brutal, beautiful, and terrible. The layer of Erebus is comprised of both the sewers of Dis and the vaults and treasuries of Hell, ruled by Mammon, a great genius loci embodied by the very wealth locked within Hell\u2019s coffers. Ruled by [Belial](/Deities.aspx?ID=65), the layer of Phlegethon hosts Hell\u2019s forges, while [Geryon](/Deities.aspx?ID=67)\u2019s watery realm of Stygia houses Hell\u2019s libraries. [Moloch](/Deities.aspx?ID=70)\u2019s smoldering, ash-draped forest realm of Malebolge is the training site of the infernal armies, and [Baalzebul](/Deities.aspx?ID=63)\u2019s frozen layer of Cocytus torments the imprisoned, starving damned. [Mephistopheles](/Deities.aspx?ID=69) rules the layer of Caina, a realm of cages and torture suspended above a pit of hungry darkness, while at the very bottom of Hell\u2019s infinite pit, Asmodeus rules unquestioned from his throne in Nessus.", "name": "Hell", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHell is the realm of devils, the multiversal seat of tyranny and malignant laws, and the divine domain of  Asmodeus, the Prince of Darkness . Here, \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Hell is the realm of devils, the multiversal seat of tyranny and malignant laws, and the divine domain of  Asmodeus, the Prince of Darkness . Here, \u2026", "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=42", "weakness": {}}, {"category": "plane", "id": "plane-43", "legacy_id": ["plane-19"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Maelstrom](/Planes.aspx?ID=43)</title>\r\n\r\n<traits>\r\n<trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=649\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Besmara](/Deities.aspx?ID=32), [Hanspur](/Deities.aspx?ID=154), [Hei Feng](/Deities.aspx?ID=307), [Naderi](/Deities.aspx?ID=157), [Nalinivati](/Deities.aspx?ID=313), [Nethys](/Deities.aspx?ID=288), orc pantheon, protean lords, [Sivanah](/Deities.aspx?ID=46), Speakers of the Depths, [Sun Wukong](/Deities.aspx?ID=316), [Yamatsumi](/Deities.aspx?ID=319), [Ydersius](/Deities.aspx?ID=211)\r\n\r\n**Native Inhabitants** [proteans](/MonsterFamilies.aspx?ID=457), shades (the shapeless)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe Maelstrom, infinite and ancient, spawned the other [Outer Planes](/Rules.aspx?ID=3024) in cosmological prehistory and surrounds them like a vast metaphorical\u2014and at times literal\u2014ocean of raw, seething quintessence. Where the Maelstrom borders these other planes, its structure takes on their characteristics, albeit in an unpredictable, chaotic fashion. Beyond these so-called Borderlands, however, the Maelstrom reverts to its true nature, the Cerulean Void: a trackless, liquid infinity devoid of stability and permanence where serpentine [proteans](/MonsterFamilies.aspx?ID=457) create and destroy with profound frivolity. The proteans are paradoxically organized into discrete choruses, each with its own philosophy and goals in service to the Maelstrom.\n\nSwirling with oddities and wild magic, bereft of laws and structure, the Maelstrom also serves as a conduit between the other Outer Planes utilized by armies of extraplanar beings, hordes of [demons](/MonsterFamilies.aspx?ID=387) spilling forth from the [Outer Rifts](/Planes.aspx?ID=45), and the innumerable protean choruses seeking to return the rest of the planes to the true freedom of the chaos from which they emerged. Sufficiently powerful magic can stabilize the chaos for a time, allowing for the creation of demiplanes and stable islands. The massive planar trade city of Galisemni is most prominent among them, drifting through the chaos.", "name": "Maelstrom", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=649\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Maelstrom, infinite and ancient, spawned the other  Outer Planes  in cosmological prehistory and surrounds them like a vast metaphorical\u2014and at \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The Maelstrom, infinite and ancient, spawned the other  Outer Planes  in cosmological prehistory and surrounds them like a vast metaphorical\u2014and at \u2026", "trait": ["Metamorphic"], "trait_markdown": "[Metamorphic](/Traits.aspx?ID=649)", "type": "Plane", "url": "/Planes.aspx?ID=43", "weakness": {}}, {"category": "plane", "id": "plane-44", "legacy_id": ["plane-20"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Nirvana](/Planes.aspx?ID=44)</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** [Daikitsu](/Deities.aspx?ID=304), [empyreal lords](/DeityCategories.aspx?ID=10), [Gruhastha](/Deities.aspx?ID=39), [Kazutal](/Deities.aspx?ID=41), [Kurgess](/Deities.aspx?ID=42), [Qi Zhong](/Deities.aspx?ID=314), [Sarenrae](/Deities.aspx?ID=292), [Shelyn](/Deities.aspx?ID=293)\r\n\r\n**Native Inhabitants** [angels](/MonsterFamilies.aspx?ID=359), shades (the cleansed)\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe pastoral paradise of Nirvana is the realm of purest benevolence, a plane that promises sanctuary to the weary and enlightenment and transcendence to those who seek it out. Filled with beautiful wilderness of all types in perfect harmony with its occupants, Nirvana\u2019s wilds are home to [angels](/MonsterFamilies.aspx?ID=359) and others. The plane\u2019s shades, known as the cleansed, most often take the forms of glorified, sapient wild animals, though many eventually leave their carefree existence to aid others, ascending to assist the benevolent works of angels. Devoted to guiding and assisting mortals, angels are often charged with delivering important messages that reflect the will of benevolent deities.\n\nVarious divinities make their home amid Nirvana\u2019s wilds, including a host of [empyreal lords](/DeityCategories.aspx?ID=10) and, most prominently, [Sarenrae](/Deities.aspx?ID=292) and [Shelyn](/Deities.aspx?ID=293). While the great cities of High Ninshabur and Llourith welcome visitors, most mortals visiting Nirvana witness the plane\u2019s beauty and supernatural feeling of peace but rarely encounter many of its residents, as the plane protectively hides much of its contents from any but the most selfless and pure of heart. The plane\u2019s hinterlands hint at hidden mysteries, including legends that the plane shelters the vanished heroes of innumerable mortal worlds, peacefully sleeping until their peoples\u2019 times of greatest need.", "name": "Nirvana", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe pastoral paradise of Nirvana is the realm of purest benevolence, a plane that promises sanctuary to the weary and enlightenment and transcendence \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 180 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The pastoral paradise of Nirvana is the realm of purest benevolence, a plane that promises sanctuary to the weary and enlightenment and transcendence \u2026", "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=44", "weakness": {}}, {"category": "plane", "id": "plane-45", "legacy_id": ["plane-13"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Outer Rifts](/Planes.aspx?ID=45)</title>\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 181 <sup>2.0</sup>\n\n**Category** Outer Sphere Planes\r\n\r\n**Divinities** Camazotz, [demon lords](/DeityCategories.aspx?ID=5), [Droskar](/Deities.aspx?ID=28), [Ghlaunder](/Deities.aspx?ID=36), goblin hero-gods, [Gyronna](/Deities.aspx?ID=153), [Lady Nanbyo](/Deities.aspx?ID=311), [Lamashtu](/Deities.aspx?ID=287), nascent demon lords, [qlippoth lords](/MonsterFamilies.aspx?ID=460)\r\n\r\n**Native Inhabitants** [demons](/MonsterFamilies.aspx?ID=387), shades (larvae), [qlippoth](/MonsterFamilies.aspx?ID=460)\r\n\r\n</column>\r\n\r\n---\r\n\r\nLike a corrosive rot in the roots of the [Outer Sphere](/Rules.aspx?ID=3024), or an antithetical, rival reality run aground into the [Maelstrom](/Planes.aspx?ID=43) at the dawn of time, the Outer Rifts is a place of horror and destruction fed by mortal sin. Each of its innumerable regions is a unique iteration of chaos and malice, each with its own terrible and twisted environment, with one driving maxim: the strong survive, while the weak suffer and are destroyed. Ruled by demons, and before them by the alien, nightmarish [qlippoth](/MonsterFamilies.aspx?ID=460), the Outer Rifts and its native beings seek only to ruin and destroy. Though [demons](/MonsterFamilies.aspx?ID=387) routinely rampage out into other planes when the Outer Rifts manifests a great planar rift, the denizens of the Outer Rifts are fractured and self-destructive. Demon lords such as [Dagon](/Deities.aspx?ID=75), [Pazuzu](/Deities.aspx?ID=79), and [Zura](/Deities.aspx?ID=83), and even gods including the ascended demon lord [Lamashtu, the Mother of Monsters](/Deities.aspx?ID=287), fight for dominion over the Outer Rifts as much or more than they threaten the other planes.\n\nThough dangerous, not every realm of the Outer Rifts is immediately hostile to the prepared traveler. Shamira\u2019s city of Alushinyrra in the Midnight Isles and [Abraxas](/Deities.aspx?ID=71)\u2019s library-city of Diovengia in the realm of [Pleroma](/Monsters.aspx?ID=2811) are each welcoming in their own dark ways. Even those who survive a journey through the Outer Rifts, however, inevitably must resist being deeply corrupted by the experience.", "name": "Outer Rifts", "plane_category": "Outer Sphere Planes", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 181 <sup>2.0</sup>\r\n\r\n**Category** Outer Sphere Planes\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLike a corrosive rot in the roots of the  Outer Sphere , or an antithetical, rival reality run aground into the  Maelstrom  at the dawn of time, the \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 181 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Like a corrosive rot in the roots of the  Outer Sphere , or an antithetical, rival reality run aground into the  Maelstrom  at the dawn of time, the \u2026", "trait_markdown": "", "type": "Plane", "url": "/Planes.aspx?ID=45", "weakness": {}}, {"category": "plane", "id": "plane-46", "legacy_id": ["plane-21"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Dimension of Time](/Planes.aspx?ID=46)</title>\r\n\r\n<traits>\r\n<trait label=\"Erratic\" url=\"/Traits.aspx?ID=592\" />\r\n<trait label=\"Static\" url=\"/Traits.aspx?ID=702\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 181 <sup>2.0</sup>\n\n**Category** Dimensions\r\n\r\n**Divinities** unknown\r\n\r\n**Native Inhabitants** shades (the unbound)\r\n\r\n</column>\r\n\r\n---\r\n\r\nAmong the most obscure planes of existence, the Dimension of Time is virtually impossible to access by conventional methods of planar travel. Instead, travelers must perform complex and difficult rituals described within the pages of monstrously rare tomes. Compounding the plane\u2019s obscurity, each traveler\u2019s experience seems to be unique, and most who attempt the journey never return. Every manner of magic that interacts with the plane invariably draws the attention of creatures native to the dimension. The proper flow and continuity of time seems to self-correct for any attempted meddling, often with violence.\n\nThose few who have gained entry and returned describe the plane as a swirling storm of blurred images, the composite of millions of interwoven timelines around their own, with a single doorway allowing access to one\u2019s own past. Travelers appear as transparent images of themselves, but the plane seems averse to any attempt to alter the past, no matter the means or the intention. Such attempts often end in the offending individual erased from existence or trapped within closed time loops to limit the damage they inflict upon the overall flow of time.\n\nSupposedly, like an eye in a storm, at the dimension\u2019s heart is a legendary realm. Tales of this realm speak only of a great city, a vast green meadow, and the rushing sound of an ocean emptying over an immense and terrible waterfall.", "name": "Dimension of Time", "plane_category": "Dimensions", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Erratic\" url=\"/Traits.aspx?ID=592\" />\r\n<trait label=\"Static\" url=\"/Traits.aspx?ID=702\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 181 <sup>2.0</sup>\r\n\r\n**Category** Dimensions\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAmong the most obscure planes of existence, the Dimension of Time is virtually impossible to access by conventional methods of planar travel. \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 181 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Among the most obscure planes of existence, the Dimension of Time is virtually impossible to access by conventional methods of planar travel. \u2026", "trait": ["Erratic", "Static"], "trait_markdown": "[Erratic](/Traits.aspx?ID=592), [Static](/Traits.aspx?ID=702)", "type": "Plane", "url": "/Planes.aspx?ID=46", "weakness": {}}, {"category": "plane", "id": "plane-47", "legacy_id": ["plane-22"], "markdown": "<title level=\"1\" right=\"Plane \" pfs=\"\">[Dreamlands](/Planes.aspx?ID=47)</title>\r\n\r\n<traits>\r\n<trait label=\"Flowing\" url=\"/Traits.aspx?ID=607\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 181 <sup>2.0</sup>\n\n**Category** Dimensions\r\n\r\n**Divinities** unknown\r\n\r\n**Native Inhabitants** [animate dreams](/Monsters.aspx?ID=546), shades (dreamers)\r\n\r\n</column>\r\n\r\n---\r\n\r\nCreated and sustained by the collective dreams of sleeping mortals, the Dreamlands (also called the Dimension of Dreams) overlays the [Ethereal Plane](/Planes.aspx?ID=34). When a creature dreams, regardless of the location of their physical body, they interact directly with the Dreamlands. Sleeping creatures cast themselves into the plane in idealized avatars known as lucid bodies, and their dreamscapes are immune to outside entry by standard magic, such as interplanar teleport, requiring obscure, more specialized spells to access. The dreamers of each mortal world generate a cluster of dreamscapes, like drifting bubbles atop a deeper ocean of permanent dreams formed from the collective mass of slumbering desires, dreams of especially powerful dreamers, and the dreams of ancient, obscure entities.\n\nWhile most dreamscapes are safe, travelers in the deep, permanent Dreamlands face living, animate dreams and the predation of hags from the Ethereal Plane as well as stranger beings spawned within the core itself. Some scholars postulate a distinct region within the dimension for nightmares, much as the more stable inner portions of the dimension exist separately from the transient, ever-forming and evaporating mortal dreamscapes at its edges.", "name": "Dreamlands", "plane_category": "Dimensions", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Flowing\" url=\"/Traits.aspx?ID=607\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [GM Core](/Sources.aspx?ID=218) pg. 181 <sup>2.0</sup>\r\n\r\n**Category** Dimensions\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCreated and sustained by the collective dreams of sleeping mortals, the Dreamlands (also called the Dimension of Dreams) overlays the  Ethereal Plane \u2026\r\n</summary>", "source": ["GM Core"], "source_category": ["Rulebooks"], "source_markdown": "[GM Core](/Sources.aspx?ID=218) pg. 181 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Created and sustained by the collective dreams of sleeping mortals, the Dreamlands (also called the Dimension of Dreams) overlays the  Ethereal Plane \u2026", "trait": ["Flowing"], "trait_markdown": "[Flowing](/Traits.aspx?ID=607)", "type": "Plane", "url": "/Planes.aspx?ID=47", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-1", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Archaeological Find](/KMEvents.aspx?ID=1)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Hex-KM\" url=\"/Traits.aspx?ID=452\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 554\n\n**Location**\r\nA claimed hex of the GM's choosing but not in the influence of a settlement\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Exploration](/Skills.aspx?ID=23)\r\n\r\n**Leader** Viceroy\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nYou hear that a well-preserved ruin in a remote reach of your kingdom may contain historical artifacts connected to people who lived in your land long ago. You can send a team of archaeologists to investigate.\r\n\r\n**Critical Success** The site proves to be an ancient Kellid settlement that greatly predates the Taldan expansion into the region. Your people are delighted by the discovery. Reduce Unrest by 1d4, and until the end of your next Kingdom turn, all Culture- and Economy-based skill checks gain a +2 circumstance bonus. If any of your settlements has a Museum, you put archaeological findings from this hex on display to the further delight of your citizens. Reduce Unrest by an additional 1.<br />\r\n**Success** The site proves to be remains of an old Taldan camp from the Second Army of Exploration. The discovery is interesting but not particularly surprising. Reduce Unrest by 2.<br />\r\n**Failure** The site proves to be the remains of a relatively recent village abandoned during a previous attempt to settle the Stolen Lands. Nothing particularly interesting is discovered.<br />\r\n**Critical Failure** You never hear from your archaeologists again. Increase Unrest by 1d4 and Decay by 1. You can try to investigate this site again as a [Region](/Traits.aspx?ID=440) activity during the Activity phase of any Kingdom turn by attempting another Exploration check, but as the investigation has proven dangerous, the DC increases by 2.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Archaeological Find", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Hex-KM\" url=\"/Traits.aspx?ID=452\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 554\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Exploration](/Skills.aspx?ID=23)\r\n\r\n**Leader** Viceroy\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou hear that a well-preserved ruin in a remote reach of your kingdom may contain historical artifacts connected to people who lived in your land \u2026\r\n</summary>", "skill_markdown": "[Exploration](/Skills.aspx?ID=23)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 554", "speed": {}, "summary_markdown": "You hear that a well-preserved ruin in a remote reach of your kingdom may contain historical artifacts connected to people who lived in your land \u2026", "trait": ["Beneficial", "Hex-KM"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449), [Hex-KM](/Traits.aspx?ID=452)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=1", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-2", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Assassination Attempt](/KMEvents.aspx?ID=2)</title>\r\n\r\n<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 554\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Intrigue](/Skills.aspx?ID=26)\r\n\r\n**Leader** Warden\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nOne of your leaders or prominent citizens is targeted by assassins. The GM determines who hired these assassins, then attempts a DC 11 flat check. On a success, the target is an NPC assigned to a leadership role. On a failure (or if the PCs have no NPC leaders), the target is a notable NPC in the kingdom, preferably one with whom the PCs have established a friendly relationship.\r\n\r\n**Critical Success** The assassins are caught, driven off, or otherwise thwarted without ever endangering their targets. The targeted NPC may not even realize they were in danger, but criminal elements in your nation take notice. Reduce Unrest by 1d4 and reduce one Ruin of your choice by 1.<br />\r\n**Success** The assassins reach their target but are driven off or defeated before the NPC is harmed.<br />\r\n**Failure** The assassins reach their target and manage to harm but not kill the target before they are driven off or defeated. Gain 1d4 Unrest, and if the NPC was a leader, they are removed from that leadership role until the end of the next Kingdom turn.<br />\r\n**Critical Failure** The assassins slay the NPC and escape. If the NPC was a leader, that leadership role is now vacant. Gain 2d4 Unrest and 1d4 points to Decay.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\n\n**Special**\r\nIf this event occurs while the kingdom is at war, increase the event's level modifier to +3.\r\n\r\n</column>", "name": "Assassination Attempt", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 554\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Intrigue](/Skills.aspx?ID=26)\r\n\r\n**Leader** Warden\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOne of your leaders or prominent citizens is targeted by assassins. The GM determines who hired these assassins, then attempts a DC 11 flat check. On \u2026\r\n</summary>", "skill_markdown": "[Intrigue](/Skills.aspx?ID=26)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 554", "speed": {}, "summary_markdown": "One of your leaders or prominent citizens is targeted by assassins. The GM determines who hired these assassins, then attempts a DC 11 flat check. On \u2026", "trait": ["Dangerous"], "trait_markdown": "[Dangerous](/Traits.aspx?ID=450)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=2", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-3", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Bandit Activity](/KMEvents.aspx?ID=3)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Defense](/Skills.aspx?ID=21)\r\n\r\n**Leader** Warden\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nBandits have begun to prey upon your kingdom!\r\n\r\n**Critical Success** The bandits are captured, run off, or defeated, and merchants can confidently ply their wares. Reduce Unrest by 1d4, and during the next Kingdom turn, you gain a +1 circumstance bonus to Economy-based checks.<br />\r\n**Success** The bandits are prevented from preying upon your people, but they continue to be active. Your Resource Dice are reduced by 1 at the start of your next Kingdom turn.<br />\r\n**Failure** The bandits plunder caravans and remote storehouses, and merchants grow cautious and afraid. Gain 1 Unrest, and at the start of your next Kingdom turn, your Resource Dice are reduced by 4.<br />\r\n**Critical Failure** Bandits rampage the land, and even start to encroach into your settlements. Gain 1d4 Unrest, increase a Ruin of your choice by 1, and at the start of your next Kingdom turn your Resource Dice are halved or reduced by 4, whichever results in a lower total.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nYou can end this continuous event with a critical success on the check. Alternately, if the PCs are eager to seek out the bandits, the GM could build a short side quest to play out their attempt to defeat them.\n\n</column>", "name": "Bandit Activity", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Defense](/Skills.aspx?ID=21)\r\n\r\n**Leader** Warden\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBandits have begun to prey upon your kingdom!\r\n</summary>", "skill_markdown": "[Defense](/Skills.aspx?ID=21)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555", "speed": {}, "summary_markdown": "Bandits have begun to prey upon your kingdom!", "trait": ["Continuous", "Dangerous"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=3", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-4", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Boomtown](/KMEvents.aspx?ID=4)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555\n\n**Location**\r\nThe smallest settlement in the nation\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Trade](/Skills.aspx?ID=31)\r\n\r\n**Leader** Treasurer\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nCommerce and trade booms in one of your settlements, drawing many join the flurry of activity.\r\n\r\n**Critical Success** At the start of the next Kingdom turn, you gain 4 bonus Resource Dice. For the rest of that turn, item bonuses from structures in the settlement are doubled; this increase can exceed the normal maximum item bonus your structures can provide.<br />\r\n**Success** You gain 2 bonus Resource Dice at the start of the next Kingdom turn. For the remainder of that turn, the item bonus granted by one of the settlement's structures (chosen by the players) is doubled; this increase can exceed the normal maximum item bonus your structures can provide.<br />\r\n**Failure** You gain 1 bonus Resource Die at the start of the next Kingdom turn.<br />\r\n**Critical Failure** The boom is brief before it bursts like a bubble, leaving many merchants jealous and frustrated about not being able to take part. You gain 2 fewer Resource Dice on your next Kingdom turn.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\n\n**Special**\r\nBoomtown events create a large amount of unexpected waste and trash. If a boomtown event occurs in a settlement without a dump, the result of the Trade check is worsened one degree.\r\n\r\n</column>", "name": "Boomtown", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Trade](/Skills.aspx?ID=31)\r\n\r\n**Leader** Treasurer\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCommerce and trade booms in one of your settlements, drawing many join the flurry of activity.\r\n</summary>", "skill_markdown": "[Trade](/Skills.aspx?ID=31)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555", "speed": {}, "summary_markdown": "Commerce and trade booms in one of your settlements, drawing many join the flurry of activity.", "trait": ["Beneficial", "Settlement"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=4", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-5", "level": -1, "markdown": "<title level=\"1\" right=\"Kingdom Event -1\" pfs=\"\">[Building Demand](/KMEvents.aspx?ID=5)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 556\n\n**Location**\r\nThe largest settlement in the nation\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Viceroy\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe citizens of the affected settlement demand that a particular structure be either built or demolished (equal chance of either). If the citizens demand a new structure, the GM chooses one as close to the kingdom's level as possible, preferably one that decreases Unrest when built. If the citizens demand a structure be demolished, the GM chooses one that best fits the storyline of the campaign, preferably one whose item bonus or other benefits have been rendered obsolete by newer structures. If you are willing to commit each upcoming [Civic](/Traits.aspx?ID=436) activity granted by this settlement to attempting the requested [Build Structure](/Actions.aspx?ID=1372) or [Demolish](/Actions.aspx?ID=1391) activity until they succeed, you do not attempt the check.\r\n\r\n**Critical Success** You persuade the citizens to give up their demands.<br />\r\n**Success** You quell the citizens' demands for now, but they are not happy about your refusal to comply. Gain 1 Unrest.<br />\r\n**Failure** The citizens continue their demands and some refuse to work in protest. Gain 1 Unrest and roll 2 fewer Resource dice at the start of your next turn.<br />\r\n**Critical Failure** As failure, but violence during the protests also increases Decay by 1.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nYou can end this continuous event by critically succeeding or succeeding at the check or successfully building or demolishing the requested structure.\n\n</column>", "name": "Building Demand", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 556\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Viceroy\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe citizens of the affected settlement demand that a particular structure be either built or demolished (equal chance of either). If the citizens \u2026\r\n</summary>", "skill_markdown": "[Politics](/Skills.aspx?ID=28)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 556", "speed": {}, "summary_markdown": "The citizens of the affected settlement demand that a particular structure be either built or demolished (equal chance of either). If the citizens \u2026", "trait": ["Continuous", "Dangerous", "Settlement"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=5", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-6", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Crop Failure](/KMEvents.aspx?ID=6)</title>\r\n\r\n<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Hex-KM\" url=\"/Traits.aspx?ID=452\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 556\n\n**Location**\r\nA Farmland hex of the GM's choice. If there are no Farmlands in the kingdom, this event has no effect.\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Agriculture](/Skills.aspx?ID=18)\r\n\r\n**Leader** Treasurer\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nPests, blight, or bad weather damage the harvest.\r\n\r\n**Critical Success** You contain the damage from the crop failure without it impacting your kingdom's resources.<br />\r\n**Success** You contain the crop failure, but not before it impacts your kingdom. Increase your kingdom's Consumption by 1 during the next Kingdom turn.<br />\r\n**Failure** The crop failure wipes out entire fields. Increase your kingdom's Consumption by 1d4+1 during the next Kingdom turn.<br />\r\n**Critical Failure** As failure, but the crop failure is so devastating that the Farmland is destroyed.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Crop Failure", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Hex-KM\" url=\"/Traits.aspx?ID=452\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 556\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Agriculture](/Skills.aspx?ID=18)\r\n\r\n**Leader** Treasurer\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPests, blight, or bad weather damage the harvest.\r\n</summary>", "skill_markdown": "[Agriculture](/Skills.aspx?ID=18)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 556", "speed": {}, "summary_markdown": "Pests, blight, or bad weather damage the harvest.", "trait": ["Dangerous", "Hex-KM"], "trait_markdown": "[Dangerous](/Traits.aspx?ID=450), [Hex-KM](/Traits.aspx?ID=452)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=6", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-7", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Cult Activity](/KMEvents.aspx?ID=7)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 556\n\n**Location**\r\nA randomly determined settlement of the GM's choice\u2014the GM should not reveal which one to the PCs until they succeed at this event's [Intrigue](/Skills.aspx?ID=26) check, as until then the location of the cult's hideout should remain a mystery to solve!\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Intrigue](/Skills.aspx?ID=26)\r\n\r\n**Leader** Magister\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA religious cult opposed to the kingdom's goals or established religions begins kidnapping, converting, or sacrificing citizens. The cult remains secret and hidden in one of the nation's settlements, operating out of a covert temple or safehouse somewhere in the settlement. You must attempt the Intrigue check to locate the cult each Kingdom turn until you succeed in doing so; then, you must attempt the [Folklore](/Skills.aspx?ID=24) check each Kingdom turn until you defeat the cult.\r\n\r\n**Critical Success** You discover which settlement houses the cult's headquarters. When you attempt Folklore checks to defeat the cult, reduce the DC by 5.<br />\r\n**Success** As success, but without reducing the Folklore DC. Increase Unrest by 1 as a result of the cult's activities.<br />\r\n**Failure** You fail to determine where the cult's headquarters are. Increase Unrest by 1 as a result of the cult's activities.<br />\r\n**Critical Failure** As failure, but increase Unrest by 1d4 and increase Corruption by 1.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nAfter the cult's headquarters are discovered, to end this continuous event the PCs must defeat the cult by succeeding at the Folklore check. Optionally, the GM can build a short adventure for the PCs to infiltrate the cult headquarters and defeat them in encounter mode.\r\n\r\n**Special**\r\nIf this event occurs in a settlement with a Sewer System, you take a \u20132 item penalty to Intrigue checks to discover the cult's hideout. If this event occurs while the PCs are playing through Chapter 5, increase the event's level modifier to +3. The cult in this case is always associated with the worship of [Lamashtu](/Deities.aspx?ID=11).\r\n\r\n</column>", "name": "Cult Activity", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 556\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Intrigue](/Skills.aspx?ID=26)\r\n\r\n**Leader** Magister\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA religious cult opposed to the kingdom's goals or established religions begins kidnapping, converting, or sacrificing citizens. The cult remains \u2026\r\n</summary>", "skill_markdown": "[Intrigue](/Skills.aspx?ID=26)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 556", "speed": {}, "summary_markdown": "A religious cult opposed to the kingdom's goals or established religions begins kidnapping, converting, or sacrificing citizens. The cult remains \u2026", "trait": ["Continuous", "Dangerous", "Settlement"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=7", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-8", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Diplomatic Overture](/KMEvents.aspx?ID=8)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Statecraft](/Skills.aspx?ID=30)\r\n\r\n**Leader** Emissary\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nAnother nation or group sends an ambassador to your kingdom. The group sending the overture is randomly selected from the Negotiation DCs sidebar on page 519. If the kingdom has established diplomatic relations with that group, the event proceeds with the Statecraft check below. If the kingdom has not yet established diplomatic relations with the group, this event instead gives the kingdom the opportunity to immediately use the [Send Diplomatic Envoy](/Actions.aspx?ID=1406) Leadership activity.\r\n\r\n**Critical Success** The diplomatic meeting is incredibly successful, and you can choose two of the following benefits: gain 5 Commodities of your choice, gain an additional 2 Resource Dice at the start of your next turn, or automatically establish a trade agreement with the group.<br />\r\n**Success** As success, but choose only one benefit.<br />\r\n**Failure** Your meeting is cordial but unproductive.<br />\r\n**Critical Failure** Your diplomatic meeting goes poorly. Unless you bribe the group with either 5 Commodities of your choice or 10 RP, they break off diplomatic relations with you. Reestablishing diplomatic relations can be attempted via future Send Diplomatic Envoy activities in the usual manner, but with a \u20132 circumstance penalty.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Diplomatic Overture", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Statecraft](/Skills.aspx?ID=30)\r\n\r\n**Leader** Emissary\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAnother nation or group sends an ambassador to your kingdom. The group sending the overture is randomly selected from the Negotiation DCs sidebar on \u2026\r\n</summary>", "skill_markdown": "[Statecraft](/Skills.aspx?ID=30)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557", "speed": {}, "summary_markdown": "Another nation or group sends an ambassador to your kingdom. The group sending the overture is randomly selected from the Negotiation DCs sidebar on \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=8", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-9", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Discovery](/KMEvents.aspx?ID=9)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Scholarship](/Skills.aspx?ID=29)\r\n\r\n**Leader** Counselor\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nScholars unearth a bit of ancient lore or devise important new research of their own.\r\n\r\n**Critical Success** Your discovery brings glory and a boon to your resources! At the start of your next Kingdom turn, gain 1 Fame or Infamy point (as appropriate) and gain 6 bonus Resource Dice. Your people are amazed. Reduce Unrest by 2.<br />\r\n**Success** Your discovery is a helpful (but not overly amazing) boon to your kingdom's resources. On your next turn, gain 3 bonus Resource Dice.<br />\r\n**Failure** Your discovery is of some academic interest but ultimately of limited use. Gain 1 bonus Resource Die at the start of your next turn.<br />\r\n**Critical Failure** Your discovery turns out to be a dead end and a wasteful boondoggle. Reduce your total Resource Dice by 2 next turn.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Discovery", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Scholarship](/Skills.aspx?ID=29)\r\n\r\n**Leader** Counselor\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nScholars unearth a bit of ancient lore or devise important new research of their own.\r\n</summary>", "skill_markdown": "[Scholarship](/Skills.aspx?ID=29)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557", "speed": {}, "summary_markdown": "Scholars unearth a bit of ancient lore or devise important new research of their own.", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=9", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-10", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Drug Den](/KMEvents.aspx?ID=10)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557\n\n**Location**\r\nThe largest settlement in the kingdom; the GM secretly selects one of the [Residential](/Traits.aspx?ID=446) lots to house a drug den.\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Intrigue](/Skills.aspx?ID=26)\r\n\r\n**Leader** Counselor\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nOne of the Residential lots in your settlement has become an illicit hive for trading harmful and addictive drugs, and as long as it continues to operate, it could bring ruin to your entire kingdom.\r\n\r\n**Critical Success** You uncover and stop the drug ring before it causes a lot of damage, bringing counseling to those who may need it.<br />\r\n**Success** You work to minimize the damage done by the illicit drug trade, but the activity continues. Gain 1 Unrest.<br />\r\n**Failure** Drug dealers continue to spread their influence. Addiction increases and harms productivity, and drugrelated crime grows. Increase Unrest, Crime, and Decay by 1 each.<br />\r\n**Critical Failure** Your attempt is a total failure. Increase Unrest by 1d4 and increase Crime and Decay (one score by 1, the other score by 2). In addition, the Residential lot that the drug den was located in is reduced to Rubble. The drug den then moves to another lot chosen by the GM (see Location, above).\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nA critical success on the check ends this continuous event. Optionally, the GM can instead build a short adventure for the PCs to infiltrate the drug den and defeat the criminals in encounter mode.\n\n</column>", "name": "Drug Den", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Intrigue](/Skills.aspx?ID=26)\r\n\r\n**Leader** Counselor\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOne of the Residential lots in your settlement has become an illicit hive for trading harmful and addictive drugs, and as long as it continues to \u2026\r\n</summary>", "skill_markdown": "[Intrigue](/Skills.aspx?ID=26)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557", "speed": {}, "summary_markdown": "One of the Residential lots in your settlement has become an illicit hive for trading harmful and addictive drugs, and as long as it continues to \u2026", "trait": ["Continuous", "Dangerous", "Settlement"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=10", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-11", "level": 2, "markdown": "<title level=\"1\" right=\"Kingdom Event +2\" pfs=\"\">[Economic Surge](/KMEvents.aspx?ID=11)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Trade](/Skills.aspx?ID=31)\r\n\r\n**Leader** Treasurer\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nTrade and productivity have been booming throughout your kingdom.\r\n\r\n**Critical Success** A trade bonanza brings unexpected profits. Gain 2 bonus Resource Dice at the start of your next Kingdom turn.<br />\r\n**Success** As critical success but you gain only 1 bonus Resource Die at the start of your next Kingdom turn.<br />\r\n**Failure** The economic surge slows for a bit; if you failed at this check on your previous Kingdom turn, the Economic Surge event ends.<br />\r\n**Critical Failure** The economic surge comes to an end.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nThis continuous event ends following either a critical failure or two consecutive failures on the check.\n\n</column>", "name": "Economic Surge", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Trade](/Skills.aspx?ID=31)\r\n\r\n**Leader** Treasurer\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTrade and productivity have been booming throughout your kingdom.\r\n</summary>", "skill_markdown": "[Trade](/Skills.aspx?ID=31)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 557", "speed": {}, "summary_markdown": "Trade and productivity have been booming throughout your kingdom.", "trait": ["Beneficial", "Continuous"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449), [Continuous](/Traits.aspx?ID=451)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=11", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-12", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Expansion Demand](/KMEvents.aspx?ID=12)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 558\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Exploration](/Skills.aspx?ID=23)\r\n\r\n**Leader** Warden\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe citizens of your kingdom want expansion! If you successfully [Claimed a Hex](/Actions.aspx?ID=1373) this turn, the result of your check for this event is improved one degree.\r\n\r\n**Critical Success** Your citizens are pleased with the growth of the kingdom.<br />\r\n**Success** You satisfy the citizens' demands for growth, but if you don't successfully Claim a Hex during your next Kingdom turn, increase Unrest by 1.<br />\r\n**Failure** Your citizens remain unhappy with your kingdom's growth. Increase Unrest by 1. If you don't successfully Claim a hex during your next Kingdom turn, increase Unrest by 1 again.<br />\r\n**Critical Failure** As failure, but increase the Unrest by 2.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nAchieve either a success or critical success at this event.\n\n</column>", "name": "Expansion Demand", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 558\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Exploration](/Skills.aspx?ID=23)\r\n\r\n**Leader** Warden\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe citizens of your kingdom want expansion! If you successfully  Claimed a Hex  this turn, the result of your check for this event is improved one \u2026\r\n</summary>", "skill_markdown": "[Exploration](/Skills.aspx?ID=23)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 558", "speed": {}, "summary_markdown": "The citizens of your kingdom want expansion! If you successfully  Claimed a Hex  this turn, the result of your check for this event is improved one \u2026", "trait": ["Continuous", "Dangerous"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=12", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-13", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Festive Invitation](/KMEvents.aspx?ID=13)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 558\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Ruler\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nYour kingdom's leaders are invited to a festival in a region in which the kingdom has established diplomatic relations. The GM chooses an existing diplomatic ally to send the invitation and should customize the details of that event to match that ally; if your kingdom has no diplomatic relations, this event has no effect.<br /> When your leaders attend the festival, you can bring up to 4 Resource Dice as \u201cgifts\u201d to the festival; reduce the number of Resource Dice you roll on the next Kingdom turn by this amount.\r\n\r\n**Critical Success** You entertain and delight your host and bolster your alliance with their people, and they gratefully reciprocate your gifts. For each Resource Die you brought as a gift, choose a type of Commodity. Then roll the die; you gain that amount of that Commodity.<br /> Attempt a DC 11 flat check. If you are successful, your ally extends a Diplomatic Overture or a Visiting Celebrity event (equal chance of either) during the Event phase of your next Kingdom turn (in addition to any other event that would occur).<br />\r\n**Success** The festival is a delight. If you brought Resource Dice as gifts, choose a Commodity. You gain an amount of that Commodity equal to the number of Resource Dice you brought as gifts.<br />\r\n**Failure** The festival was entertaining enough, but if you brought Resource Dice as gifts, they're not reciprocated.<br />\r\n**Critical Failure** One of your leaders committed a faux pas during the festival, and the celebration ends prematurely. Attempt a DC 11 flat check. If you fail, your host cuts ties with your kingdom; gain 1 Unrest. (In the future, you may attempt to reestablish diplomatic relations in the usual way.)\n\n<column gap=\"tiny\">\n\n</column>", "name": "Festive Invitation", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 558\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Ruler\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYour kingdom's leaders are invited to a festival in a region in which the kingdom has established diplomatic relations. The GM chooses an existing \u2026\r\n</summary>", "skill_markdown": "[Arts](/Skills.aspx?ID=19)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 558", "speed": {}, "summary_markdown": "Your kingdom's leaders are invited to a festival in a region in which the kingdom has established diplomatic relations. The GM chooses an existing \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=13", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-14", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Feud](/KMEvents.aspx?ID=14)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 558\n\n**Location**\r\nTwo settlements of the GM's choice. If the kingdom doesn't have at least two settlements, then this event has no effect.\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Counselor\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA rivalry between influential groups (nobles, guilds, politicians, etc.) from two different settlements has escalated and may soon turn violent.\r\n\r\n**Critical Success** You mediate the rivals' differences and not only get them to drop their feud, but also broker an alliance between the two. The feud ends, and the rivals are particularly productive during the next turn. Gain 2 bonus Resource Dice at the beginning of the next Kingdom turn.<br />\r\n**Success** You get the rivals to back down, though their mutual dislike simmers behind the scenes. The feud continues into the next turn.<br />\r\n**Failure** You fail to quiet the rivals and they continue duels, rumormongering, intrigue, and strife. The conflict prevents you from recruiting armies in the two affected settlements until the next Kingdom turn. Increase Unrest by 1.<br />\r\n**Critical Failure** The rivals ignore royal commands and disrupt both settlements with their private war. The ongoing feud prevents you from recruiting armies in the two affected settlements until the feud ends. In addition, skirmishing increases Unrest by 2 and one Ruin of your choice by 1; these increases are doubled to 4 Unrest and 2 Ruin if you critically failed this check last turn.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nThe feud ends when you achieve a critical success on the check. If this continuous event has occurred for at least 3 consecutive Kingdom turns, you may choose to resolve it at the end of a Kingdom turn by spending 4 Resource Dice of RP to pay off the feuding factions.\n\n</column>", "name": "Feud", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 558\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Counselor\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA rivalry between influential groups (nobles, guilds, politicians, etc.) from two different settlements has escalated and may soon turn violent.\r\n</summary>", "skill_markdown": "[Politics](/Skills.aspx?ID=28)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 558", "speed": {}, "summary_markdown": "A rivalry between influential groups (nobles, guilds, politicians, etc.) from two different settlements has escalated and may soon turn violent.", "trait": ["Continuous", "Dangerous", "Settlement"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=14", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-15", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Food Shortage](/KMEvents.aspx?ID=15)</title>\r\n\r\n<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Agriculture](/Skills.aspx?ID=18)\r\n\r\n**Leader** Treasurer\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nSpoilage, treachery, or bad luck has caused a food shortage this turn.\r\n\r\n**Critical Success** Through careful rationing, you manage to get through the shortage without harm.<br />\r\n**Success** Your shortages are manageable, with some workers going hungry. Your kingdom's Consumption is increased by 1 at the start of the next turn. Attempt a DC 6 flat check. On a failure, this event reoccurs next turn (in addition to any other event that would occur).<br />\r\n**Failure** The shortages are severe. Your kingdom's Consumption is increased by 1 per settlement at the start of the next turn. Attempt a DC 16 flat check. On a failure, this event reoccurs next turn (in addition to any other event that would occur).<br />\r\n**Critical Failure** The shortages are catastrophic. Increase Unrest by 2 and Strife by 1, and your kingdom's Consumption is increased by 1 per settlement at the start of the next turn. This event reoccurs next turn (in addition to any other event that would occur).\n\n<column gap=\"tiny\">\n\n</column>", "name": "Food Shortage", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Agriculture](/Skills.aspx?ID=18)\r\n\r\n**Leader** Treasurer\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSpoilage, treachery, or bad luck has caused a food shortage this turn.\r\n</summary>", "skill_markdown": "[Agriculture](/Skills.aspx?ID=18)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559", "speed": {}, "summary_markdown": "Spoilage, treachery, or bad luck has caused a food shortage this turn.", "trait": ["Dangerous"], "trait_markdown": "[Dangerous](/Traits.aspx?ID=450)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=15", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-16", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Food Surplus](/KMEvents.aspx?ID=16)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Agriculture](/Skills.aspx?ID=18)\r\n\r\n**Leader** Treasurer\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nLocal crops thrive, hunters do very well, or livestock numbers are greater than expected. If this event occurs, it immediately ends any ongoing food shortage event.\r\n\r\n**Critical Success** Your bumper crops include wild harvests that allow you to skip the entire Pay Consumption step of the Upkeep phase of your next Kingdom turn. Gain 1d6 Food Commodities.<br />\r\n**Success** Your excess crops lead to increased supplies. Treat your Consumption during the next Kingdom turn as 2 lower than its actual score and gain 1d6 Food Commodities.<br />\r\n**Failure** The food surplus isn't as huge as you'd expected. Treat your Consumption during the next turn as 1 lower than its actual score.<br />\r\n**Critical Failure** What you thought was an excess of food is infested with spoilage, ergot, or other contamination. Increase Unrest by 1 and one Ruin of your choice by1.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Food Surplus", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Agriculture](/Skills.aspx?ID=18)\r\n\r\n**Leader** Treasurer\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLocal crops thrive, hunters do very well, or livestock numbers are greater than expected. If this event occurs, it immediately ends any ongoing food \u2026\r\n</summary>", "skill_markdown": "[Agriculture](/Skills.aspx?ID=18)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559", "speed": {}, "summary_markdown": "Local crops thrive, hunters do very well, or livestock numbers are greater than expected. If this event occurs, it immediately ends any ongoing food \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=16", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-17", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Good Weather](/KMEvents.aspx?ID=17)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Fortune\" url=\"/Traits.aspx?ID=76\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Wilderness](/Skills.aspx?ID=33)\r\n\r\n**Leader** Magister\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nGood weather raises spirits among citizens.\r\n\r\n**Critical Success** The glorious climate puts everyone in an excellent mood. Reduce Unrest by 1d6, and once during your next Kingdom turn when you attempt an [Agriculture](/Skills.aspx?ID=18), [Boating](/Skills.aspx?ID=20), [Exploration](/Skills.aspx?ID=23), or Wilderness check, you can roll twice and take the better result.<br />\r\n**Success** Extended good weather makes life pleasant and easy. Reduce Unrest by 1d4.<br />\r\n**Failure** Good weather produces a short but pleasant respite. Reduce Unrest by 1.<br />\r\n**Critical Failure** The good weather doesn't last long enough to help.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Good Weather", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Fortune\" url=\"/Traits.aspx?ID=76\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Wilderness](/Skills.aspx?ID=33)\r\n\r\n**Leader** Magister\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGood weather raises spirits among citizens.\r\n</summary>", "skill_markdown": "[Wilderness](/Skills.aspx?ID=33)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559", "speed": {}, "summary_markdown": "Good weather raises spirits among citizens.", "trait": ["Beneficial", "Fortune"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449), [Fortune](/Traits.aspx?ID=76)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=17", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-18", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Inquisition](/KMEvents.aspx?ID=18)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Folklore](/Skills.aspx?ID=24)\r\n\r\n**Leader** Magister\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nDemagogues and zealots mobilize public opinion against a particular ancestry, religion, kingdom, behavior, or leader. This particular inquisition's dogma and beliefs are driven by a combination of fear, hatred, and ignorance, yet its members are nevertheless compelling and charismatic.\r\n\r\n**Critical Success** Choose to either pacify or defeat the inquisitors. If you pacify them, the inquisition event ends but the inquisitors remain active\u2014if this event occurs again, they are even more headstrong; increase the event's level modifier by 2. If you defeat them, the inquisition ends but the violence of the event increases one Ruin of your choice by 1.<br />\r\n**Success** You protect the targeted victims of the inquisition, though the inquisition's ideas continue to spread. Increase Unrest by 1.<br />\r\n**Failure** The inquisitors strike out in force. Gain 1d4 Unrest and increase two Ruins of your choice by 1.<br />\r\n**Critical Failure** As failure, but the Inquisition targets a specific structure in one of your settlements (the GM selects a structure appropriate to the inquisition's nature of intolerance or hatred). Attempt a basic Defense check. If you fail, that structure is reduced to Rubble and increase Decay by 1.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nThis event continues until you achieve a critical success at resolving the event. Alternately, the inquisition can be ended by having the PCs go on a short quest to infiltrate the inquisition's headquarters to confront and defeat its leaders.\n\n</column>", "name": "Inquisition", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Folklore](/Skills.aspx?ID=24)\r\n\r\n**Leader** Magister\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDemagogues and zealots mobilize public opinion against a particular ancestry, religion, kingdom, behavior, or leader. This particular inquisition's \u2026\r\n</summary>", "skill_markdown": "[Folklore](/Skills.aspx?ID=24)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559", "speed": {}, "summary_markdown": "Demagogues and zealots mobilize public opinion against a particular ancestry, religion, kingdom, behavior, or leader. This particular inquisition's \u2026", "trait": ["Continuous", "Dangerous"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=18", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-19", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Justice Prevails](/KMEvents.aspx?ID=19)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Statecraft](/Skills.aspx?ID=30)\r\n\r\n**Leader** Warden\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nThe authorities catch a notorious criminal, exonerate a wrongfully accused innocent, shut down a major criminal operation, or thwart a plot against a settlement. Whatever the case, some injustice that has long vexed your citizens has finally been resolved.\r\n\r\n**Critical Success** The triumph of law and justice invites celebration. Reduce Unrest by 1d6 and reduce each Ruin by 1. Alternately, if you're suffering from a continuous Bandit Activity, Cult Activity, Drug Den, Inquisition, Sacrifices, Sensational Crime, Squatters, or Vandals event, you can instead cause that event to end.<br />\r\n**Success** A celebration of the common good delights the locals. Reduce Unrest by 1d4 or reduce two Ruins of your choice by 1 each.<br />\r\n**Failure** Justice is done, but at a cost of bad publicity. If you don't Quell Unrest at least once during the next Kingdom turn, the kingdom gains 1d4 Unrest at the end of the next turn.<br />\r\n**Critical Failure** The victory is undercut by backdoor deals that let the guilty escape justice or reveal unpleasant secrets. Gain 1d4 Unrest, 2 Crime, and 1 point to another Ruin of your choice.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Justice Prevails", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Statecraft](/Skills.aspx?ID=30)\r\n\r\n**Leader** Warden\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe authorities catch a notorious criminal, exonerate a wrongfully accused innocent, shut down a major criminal operation, or thwart a plot against a \u2026\r\n</summary>", "skill_markdown": "[Statecraft](/Skills.aspx?ID=30)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 559", "speed": {}, "summary_markdown": "The authorities catch a notorious criminal, exonerate a wrongfully accused innocent, shut down a major criminal operation, or thwart a plot against a \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=19", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-20", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Land Rush](/KMEvents.aspx?ID=20)</title>\r\n\r\n<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Hex-KM\" url=\"/Traits.aspx?ID=452\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 560\n\n**Location**\r\nAn unclaimed hex adjacent to your kingdom's border\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Viceroy\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nOvereager settlers attempt to construct Farmland or a Work Site (as chosen by the GM) at their own expense in the wilderness, and they begin squabbling over the site's ownership.\r\n\r\n**Critical Success** You mediate the conflict among the settlers, and in thanks, they agree to join your kingdom. You automatically claim the Hex, gaining 10 kingdom XP (page 540) and increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532). You immediately gain the benefits of the Farmland or Work Site the settlers built. Decrease Unrest by 1.<br />\r\n**Success** You mediate the conflict among the settlers, and they agree to join your kingdom if you pay them 4 Resource Dice of RP. If you do so, treat this as a critical success. If you refuse, treat this as a Failure.<br />\r\n**Failure** The settlers refuse any overture to join your kingdom and their bickering continues, ultimately resulting in the destruction of their hard work and many deaths. Your kingdom isn't significantly impacted, but your failure to handle the situation generates unease. Increase Unrest by 1.<br />\r\n**Critical Failure** As failure, but the fighting spills over into your kingdom before it resolves itself. Increase Unrest by 1d4 and two Ruins of your choice by 1.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Land Rush", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Hex-KM\" url=\"/Traits.aspx?ID=452\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 560\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Viceroy\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOvereager settlers attempt to construct Farmland or a Work Site (as chosen by the GM) at their own expense in the wilderness, and they begin \u2026\r\n</summary>", "skill_markdown": "[Politics](/Skills.aspx?ID=28)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 560", "speed": {}, "summary_markdown": "Overeager settlers attempt to construct Farmland or a Work Site (as chosen by the GM) at their own expense in the wilderness, and they begin \u2026", "trait": ["Dangerous", "Hex-KM"], "trait_markdown": "[Dangerous](/Traits.aspx?ID=450), [Hex-KM](/Traits.aspx?ID=452)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=20", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-21", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Local Disaster](/KMEvents.aspx?ID=21)</title>\r\n\r\n<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 560\n\n**Location**\r\nA randomly determined settlement\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Industry](/Skills.aspx?ID=25)\r\n\r\n**Leader** Magister\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA disaster strikes the settlement, be it fire, flooding, earthquakes, an architectural failure, or the like.\r\n\r\n**Critical Success** You prepared well for the disaster and the settlement survives intact and undamaged.<br />\r\n**Success** The settlement still functions despite the loss of some resources. During the next turn, reduce your Resource Dice total by 2.<br />\r\n**Failure** Several lots in the settlement are torn up, including at least one structure. Gain 1 Decay and place rubble into three lots of the PCs' choice in the settlement's Urban Grid. During the next turn, reduce your Resource Dice total by 4.<br />\r\n**Critical Failure** Destruction is widespread. Roll 1d6 and gain that number of points of Decay. Then select an equal number of adjacent blocks in your settlement and place rubble into one lot of your choice within each selected block. If a structure is in that lot, it's reduced to rubble. During the next turn, reduce your Resource Dice total by 6.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\n\n**Special**\r\nIf this event occurs in a settlement with a cemetery, fewer resources are needed to properly honor those who die during the event. Halve all Resource Dice reductions created by this event.\r\n\r\n</column>", "name": "Local Disaster", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 560\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Industry](/Skills.aspx?ID=25)\r\n\r\n**Leader** Magister\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA disaster strikes the settlement, be it fire, flooding, earthquakes, an architectural failure, or the like.\r\n</summary>", "skill_markdown": "[Industry](/Skills.aspx?ID=25)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 560", "speed": {}, "summary_markdown": "A disaster strikes the settlement, be it fire, flooding, earthquakes, an architectural failure, or the like.", "trait": ["Dangerous", "Settlement"], "trait_markdown": "[Dangerous](/Traits.aspx?ID=450), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=21", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-22", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Monster Activity](/KMEvents.aspx?ID=22)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Hex-KM\" url=\"/Traits.aspx?ID=452\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 560\n\n**Location**\r\nA claimed hex chosen by the GM that isn't in the influence of a settlement\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Defense](/Skills.aspx?ID=21)\r\n\r\n**Leader** Ruler\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA monster, or even an entire group of monsters attacks the kingdom! Determine the encounter by rolling on the random encounter table for the Stolen Lands Zone that is the same level as the kingdom's level (see the Stolen Lands Zones table on page 45). If the kingdom is 20th level, roll on the Branthlend Mountains table (page 117) and apply the [elite adjustments](/Rules.aspx?ID=790) to the creatures.\r\n\r\n**Critical Success** The monsters are slain or driven off without harm to your kingdom. Even better, an unexpected claim of treasure gained from the monster lair grants 1d4 Luxuries and 2 bonus Resource Dice on the next turn.<br />\r\n**Success** The monsters attack some of your citizens but are driven off before they do too much damage. The threat persists, and while fear continues to slowly spread, your kingdom suffers no physical damage at this time. Increase Unrest by 1.<br />\r\n**Failure** The monsters' rampage terrorizes the countryside and results in frightening rumors even in the heart of the kingdom's safest cities. The closest Farmland or Work Site to the monster's hex is destroyed. Gain 1d4 Unrest and 1 Decay.<br />\r\n**Critical Failure** As failure, but the monsters' assaults spread into the settlement closest to the monster's hex, spreading the danger they represent more and more through your kingdom.<br /> If any of your settlement's borders aren't protected by water or a wall, or if the monster can fly or swim (as appropriate) across any of your protective borders, the monster enters the settlement and one structure chosen by the players is reduced to rubble. Gain 1d4 Unrest and 2 Decay.<br /> Otherwise, the monsters' ability to harm the settlement is hampered by your defenses. Gain 1 Unrest and one of the settlement's walls is destroyed; uncheck it on your Urban Grid.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nThis event continues until you achieve a critical success on the check or until the PCs step in to track down and defeat the monster(s) themselves.\n\n</column>", "name": "Monster Activity", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Hex-KM\" url=\"/Traits.aspx?ID=452\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 560\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Defense](/Skills.aspx?ID=21)\r\n\r\n**Leader** Ruler\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA monster, or even an entire group of monsters attacks the kingdom! Determine the encounter by rolling on the random encounter table for the Stolen \u2026\r\n</summary>", "skill_markdown": "[Defense](/Skills.aspx?ID=21)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 560", "speed": {}, "summary_markdown": "A monster, or even an entire group of monsters attacks the kingdom! Determine the encounter by rolling on the random encounter table for the Stolen \u2026", "trait": ["Continuous", "Dangerous", "Hex-KM"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Hex-KM](/Traits.aspx?ID=452)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=22", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-23", "level": 2, "markdown": "<title level=\"1\" right=\"Kingdom Event +2\" pfs=\"\">[Natural Disaster](/KMEvents.aspx?ID=23)</title>\r\n\r\n<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 561\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Wilderness](/Skills.aspx?ID=33)\r\n\r\n**Leader** Magister\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA natural cataclysm such as a wildfire, devastating weather, earthquake, or flood (as determined by the GM) devastates your kingdom. While in a worst-case scenario the disaster's immediate and most destructive effects affect a single settlement, many of its effects are larger in scope and can affect the entire kingdom.\r\n\r\n**Critical Success** You prepared well for the disaster. While disruptive, the damage is minimized.<br />\r\n**Success** Your quick response keeps your people safe and allows you to recover quickly. During the next turn, reduce your Resource Dice total by 4.<br />\r\n**Failure** The disaster causes severe damage. Choose one claimed hex in which you have a Farmland or Work Site; that feature is destroyed. Gain 1 Decay and 1d6 Unrest. During the next turn, reduce your Resource Dice total by 6.<br />\r\n**Critical Failure** Multiple hexes are totally devastated. Choose 1d6 claimed hexes in which you have Farmlands or Work Sites; those features are destroyed. Gain 1 Decay for each hex affected, and gain 2d6 Unrest. In addition, one settlement of your choice is particularly hard hit; that settlement immediately suffers the effects of a [Local Disaster](/KMEvents.aspx?ID=21). During the next turn, reduce your Resource Dice total by 8.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Natural Disaster", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 561\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Wilderness](/Skills.aspx?ID=33)\r\n\r\n**Leader** Magister\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA natural cataclysm such as a wildfire, devastating weather, earthquake, or flood (as determined by the GM) devastates your kingdom. While in a \u2026\r\n</summary>", "skill_markdown": "[Wilderness](/Skills.aspx?ID=33)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 561", "speed": {}, "summary_markdown": "A natural cataclysm such as a wildfire, devastating weather, earthquake, or flood (as determined by the GM) devastates your kingdom. While in a \u2026", "trait": ["Dangerous"], "trait_markdown": "[Dangerous](/Traits.aspx?ID=450)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=23", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-24", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Nature\u2019s Blessing](/KMEvents.aspx?ID=24)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 561\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Magister\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA natural event, such as a bloom of rare wildflowers in a previously empty field, a glorious omen in the night sky like the northern lights, or the return to prominence of a previously rare type of wildlife raises your kingdom's morale and inspires its creators.\r\n\r\n**Critical Success** The glow of the blessing brings lasting delight. During your next turn, the results of checks to [Craft Luxuries](/Actions.aspx?ID=1385) or [Create a Masterpiece](/Actions.aspx?ID=1386) are improved one degree. Decrease Unrest by 1d6.<br />\r\n**Success** Your blessing touches the hearts of all. You gain a +1 status bonus to Culture- and Stability-based checks on your next Kingdom turn.<br />\r\n**Failure** The blessing inspires some of your people but not all of them.<br />\r\n**Critical Failure** Arguments over the meaning of the blessing taint people's goodwill. Increase Unrest by 1.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Nature\u2019s Blessing", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 561\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Magister\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA natural event, such as a bloom of rare wildflowers in a previously empty field, a glorious omen in the night sky like the northern lights, or the \u2026\r\n</summary>", "skill_markdown": "[Arts](/Skills.aspx?ID=19)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 561", "speed": {}, "summary_markdown": "A natural event, such as a bloom of rare wildflowers in a previously empty field, a glorious omen in the night sky like the northern lights, or the \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=24", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-25", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[New Subjects](/KMEvents.aspx?ID=25)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 561\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Statecraft](/Skills.aspx?ID=30)\r\n\r\n**Leader** Emissary\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA small group of intelligent creatures joins your kingdom and submits to your rule, bringing along their knowledge of hidden places within your kingdom. (The exact nature and ancestry of these new subjects is determined by the GM.)\r\n\r\n**Critical Success** Your subjects blend in seamlessly and are welcomed by your citizens, while bringing their own unique contributions to your kingdom. You gain 6 bonus Resource Dice at the start of the next Kingdom turn, and you gain an additional Region activity during the Activity phase of the next Kingdom turn.<br />\r\n**Success** Your new subjects are welcomed, and their contributions help in the short term. Gain 3 bonus Resource Dice next turn.<br />\r\n**Failure** Your new subjects endure discrimination from intolerant citizens in your kingdom, but they nonetheless bring willing hands to work and such resources as they possess. Increase Unrest by 1 but gain 1 bonus Resource Die next turn.<br />\r\n**Critical Failure** Your new subjects encounter discrimination and xenophobia, and they are eventually driven back into the wild. Increase Unrest by 1d4 and Strife by 1.\n\n<column gap=\"tiny\">\n\n</column>", "name": "New Subjects", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 561\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Statecraft](/Skills.aspx?ID=30)\r\n\r\n**Leader** Emissary\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA small group of intelligent creatures joins your kingdom and submits to your rule, bringing along their knowledge of hidden places within your \u2026\r\n</summary>", "skill_markdown": "[Statecraft](/Skills.aspx?ID=30)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 561", "speed": {}, "summary_markdown": "A small group of intelligent creatures joins your kingdom and submits to your rule, bringing along their knowledge of hidden places within your \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=25", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-26", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Noblesse Oblige](/KMEvents.aspx?ID=26)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562\n\n**Location**\r\nA settlement that includes at least one mansion or noble villa. If there are no settlements in the kingdom with these structures, this event doesn't occur.\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Viceroy\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA noble family or wealthy benefactor offers to build an improvement to beautify the settlement.\r\n\r\n**Critical Success** The nobles build a monument and a park in lots of the players' choice at no expense to the kingdom (the [Build Structure](/Actions.aspx?ID=1372) activity is not required).<br />\r\n**Success** The nobles pay the RP and Commodity cost of either a monument or a park, provided the party uses the Civic activity granted by this settlement in the next Kingdom turn to Build the Structure. The Build Structure check automatically succeeds.<br />\r\n**Failure** Although the nobles had good intentions, bickering among individual aristocrats ultimately prevents the project from ever taking place.<br />\r\n**Critical Failure** As failure, but the bickering persists. Gain 1 Unrest and attempt a DC 11 flat check. On a failure, your kingdom suffers a Feud event on the next turn's Event phase (in addition to any other event).\n\n<column gap=\"tiny\">\n\n</column>", "name": "Noblesse Oblige", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Viceroy\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA noble family or wealthy benefactor offers to build an improvement to beautify the settlement.\r\n</summary>", "skill_markdown": "[Arts](/Skills.aspx?ID=19)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562", "speed": {}, "summary_markdown": "A noble family or wealthy benefactor offers to build an improvement to beautify the settlement.", "trait": ["Beneficial", "Settlement"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=26", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-27", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Outstanding Success](/KMEvents.aspx?ID=27)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Counselor\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nOne of your kingdom's citizens brings glory to the kingdom, be it through an artistic masterpiece, an architectural marvel, a grand voyage of discovery, a landmark academic treatise, a new magical theory, or a similar discovery, as decided upon by the party.\r\n\r\n**Critical Success** The citizen's success is truly legendary. Gain 3 bonus Resource Dice on your next turn.<br />\r\n**Success** This success brings fame and fortune to your kingdom. Gain 1 bonus Resource Die on your next turn.<br />\r\n**Failure** The success inspires imitators and rapidly loses its specialness, but you suffer no jealousy-driven backlash.<br />\r\n**Critical Failure** Scandal! Either the artist's sinister motives are exposed by their sudden fame, competitors work to undermine them, or the public simply refuses to accept the success. Increase Unrest by 1 +and Corruption by 1.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Outstanding Success", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Counselor\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOne of your kingdom's citizens brings glory to the kingdom, be it through an artistic masterpiece, an architectural marvel, a grand voyage of \u2026\r\n</summary>", "skill_markdown": "[Arts](/Skills.aspx?ID=19)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562", "speed": {}, "summary_markdown": "One of your kingdom's citizens brings glory to the kingdom, be it through an artistic masterpiece, an architectural marvel, a grand voyage of \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=27", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-28", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Pilgrimage](/KMEvents.aspx?ID=28)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Folklore](/Skills.aspx?ID=24)\r\n\r\n**Leader** Magister\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA large number of pilgrims flock to your settlements to celebrate their high holy days or to bask in your kingdom's faith. If your kingdom does not have at least one shrine, temple, or cathedral, this event does not occur.\r\n\r\n**Critical Success** Pilgrims visit all of your settlements to engage in acts of worship. Not only do they provide their own food and supplies, but they also bring gifts to your shrines, temples, and cathedrals. Gain 1d6 Luxuries, reduce Unrest by 1d6, and reduce one Ruin of your choice by 1.<br />\r\n**Success** The pilgrims celebrate their holy days at your settlements, and their good cheer and attitudes prove infectious. Reduce Unrest by 1d4.<br />\r\n**Failure** As success, but the pilgrims put a strain on your kingdom's resources. Increase Consumption by 1d4 on the next turn.<br />\r\n**Critical Failure** The pilgrims hold their festivals, but their devout displays by a few strident zealots who stay behind stir up controversy with locals of other faiths. Increase Corruption by 1 and increase Consumption by 1d4 on the next turn.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Pilgrimage", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Folklore](/Skills.aspx?ID=24)\r\n\r\n**Leader** Magister\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA large number of pilgrims flock to your settlements to celebrate their high holy days or to bask in your kingdom's faith. If your kingdom does not \u2026\r\n</summary>", "skill_markdown": "[Folklore](/Skills.aspx?ID=24)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562", "speed": {}, "summary_markdown": "A large number of pilgrims flock to your settlements to celebrate their high holy days or to bask in your kingdom's faith. If your kingdom does not \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=28", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-29", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Plague](/KMEvents.aspx?ID=29)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562\n\n**Location**\r\nThe largest settlement in the kingdom\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Defense](/Skills.aspx?ID=21)\r\n\r\n**Leader** Ruler\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA deadly sickness strikes one of your settlements. You take a \u20132 status penalty to all [Civic](/Traits.aspx?ID=436) activities made in a settlement suffering from a plague unless the settlement has a sewer system.\r\n\r\n**Critical Success** You halt the spread of the plague and are able to cure it, but even so, the plague\u2019s effects reduce your Resource Dice on the next turn by 2.<br />\r\n**Success** The plague continues! Gain 1d4 Unrest and increase one of your Ruins by 1.<br />\r\n**Failure** The plague spreads and claims more victims. Gain 1d6 Unrest and increase all of your Ruins by 1.<br />\r\n**Critical Failure** As failure, but the plague spreads to the nearest unaffected settlement in your kingdom. Treat additional plagues in different settlements as separate continuous Plague events.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nThis Plague event ends if you achieve a critical success on the check or after you achieve a total of 4 successes with the Provide Care activity (a critical success with Provide Care counts as 2 successes in this case).\r\n\r\n**Special**\r\nIf the plague strikes a settlement that has no dumps, filth in the streets allows the disease to spread more easily. You take a \u20134 item penalty to checks to resolve this event. On the other hand, if a plague-stricken settlement has a sewer system, the increased sanitation provides a +2 item bonus to checks to resolve this event.\r\n\r\n</column>", "name": "Plague", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Defense](/Skills.aspx?ID=21)\r\n\r\n**Leader** Ruler\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA deadly sickness strikes one of your settlements. You take a \u20132 status penalty to all  Civic  activities made in a settlement suffering from a \u2026\r\n</summary>", "skill_markdown": "[Defense](/Skills.aspx?ID=21)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562", "speed": {}, "summary_markdown": "A deadly sickness strikes one of your settlements. You take a \u20132 status penalty to all  Civic  activities made in a settlement suffering from a \u2026", "trait": ["Continuous", "Dangerous", "Settlement"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=29", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-30", "level": -1, "markdown": "<title level=\"1\" right=\"Kingdom Event -1\" pfs=\"\">[Political Calm](/KMEvents.aspx?ID=30)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Ruler\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA sudden absence of political machinations and distracting intrigue coincides with a rise in public approval for its leaders.\r\n\r\n**Critical Success** You capitalize upon the public approval with efficiency and speed. Reduce Unrest by 1d6 or reduce one Ruin of your choice by 1. Gain a +2 status bonus to all checks made to resolve events during your next Kingdom turn.<br />\r\n**Success** Loyalty is up across the board. Reduce Unrest by 1d4.<br />\r\n**Failure** The calm is a refreshing change, but people sense it cannot last. Reduce Unrest by 1.<br />\r\n**Critical Failure** The calm simply hides deeper plotting simmering in the shadows. Increase one Ruin by 1.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Political Calm", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Ruler\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA sudden absence of political machinations and distracting intrigue coincides with a rise in public approval for its leaders.\r\n</summary>", "skill_markdown": "[Politics](/Skills.aspx?ID=28)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 562", "speed": {}, "summary_markdown": "A sudden absence of political machinations and distracting intrigue coincides with a rise in public approval for its leaders.", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=30", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-31", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Public Scandal](/KMEvents.aspx?ID=31)</title>\r\n\r\n<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Intrigue](/Skills.aspx?ID=26)\r\n\r\n**Leader** Counselor\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nOne of your NPC leaders is implicated in a crime or an embarrassing situation. If you have no NPC leaders, this event involves a PC leader only if the GM determines that the PC leader has been acting in a way that could cause a scandal; otherwise this event does not occur.\r\n\r\n**Critical Success** You quiet the scandal before it spawns more than rumors.<br />\r\n**Success** Word gets out, but an apology and careful words manage to blunt the outrage. Gain 1 Unrest.<br />\r\n**Failure** The people are very unhappy with their leader's behavior. Gain 1d4 Unrest and increase Corruption by 1.<br />\r\n**Critical Failure** The people are outraged by the scandal and demand the leader be replaced. Gain 1d6 Unrest and increase a Ruin of your choice by 1. Then immediately use the [New Leadership](/Actions.aspx?ID=1378) kingdom activity to attempt to replace the leader. If you fail, this event occurs again with the same leadership role on the kingdom's next Event phase. If the leader involved in the scandal takes any leadership role during the next 1d4 Kingdom turns, this event occurs again with that character at the focus of the scandal.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Public Scandal", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Intrigue](/Skills.aspx?ID=26)\r\n\r\n**Leader** Counselor\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOne of your NPC leaders is implicated in a crime or an embarrassing situation. If you have no NPC leaders, this event involves a PC leader only if \u2026\r\n</summary>", "skill_markdown": "[Intrigue](/Skills.aspx?ID=26)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563", "speed": {}, "summary_markdown": "One of your NPC leaders is implicated in a crime or an embarrassing situation. If you have no NPC leaders, this event involves a PC leader only if \u2026", "trait": ["Dangerous"], "trait_markdown": "[Dangerous](/Traits.aspx?ID=450)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=31", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-32", "level": 2, "markdown": "<title level=\"1\" right=\"Kingdom Event +2\" pfs=\"\">[Remarkable Treasure](/KMEvents.aspx?ID=32)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Fortune\" url=\"/Traits.aspx?ID=76\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Exploration](/Skills.aspx?ID=23)\r\n\r\n**Leader** Emissary\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nAdventurers from outside of your kingdom discover a cache of rare and unusual treasures while exploring wilderness claimed by your nation.\r\n\r\n**Critical Success** The adventurers are only too eager to share their discoveries with the kingdom. The treasures buoy the local economy and spawn a rush of prospectors out looking for their own treasures. Gain 1d6 Luxuries and decrease Unrest by 1d4. Gain one Fame or Infamy point (as appropriate) at the start of the next Kingdom turn. If you Hire Adventurers during your next Kingdom turn, roll twice for the skill check and take the better result.<br />\r\n**Success** The adventurers agree to share their discoveries with the kingdom. Gain 1d4 Luxuries and decrease Unrest by 1d4.<br />\r\n**Failure** The adventurers aren't particularly eager to share their discoveries, but the excitement of the news still helps delight the populace. Reduce Unrest by 1.<br />\r\n**Critical Failure** The adventurers are particularly hostile or even disrespectful toward your kingdom and its citizens. Your citizens see them less as heroes and more as bandits plundering the nation's resources, or even outright villains. Whether this perception is right or not, the damage is done. Gain 1 Unrest. The GM should consider building up these adventurers as recurring antagonists in future events.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Remarkable Treasure", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Fortune\" url=\"/Traits.aspx?ID=76\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Exploration](/Skills.aspx?ID=23)\r\n\r\n**Leader** Emissary\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAdventurers from outside of your kingdom discover a cache of rare and unusual treasures while exploring wilderness claimed by your nation.\r\n</summary>", "skill_markdown": "[Exploration](/Skills.aspx?ID=23)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563", "speed": {}, "summary_markdown": "Adventurers from outside of your kingdom discover a cache of rare and unusual treasures while exploring wilderness claimed by your nation.", "trait": ["Beneficial", "Fortune"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449), [Fortune](/Traits.aspx?ID=76)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=32", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-33", "level": 2, "markdown": "<title level=\"1\" right=\"Kingdom Event +2\" pfs=\"\">[Sacrifices](/KMEvents.aspx?ID=33)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Hex-KM\" url=\"/Traits.aspx?ID=452\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563\n\n**Location**\r\nA claimed hex in the area of influence of a settlement secretly chosen by the GM\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Exploration](/Skills.aspx?ID=23)\r\n\r\n**Leader** Emissary\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA cabal of cultists begin snatching citizens and preparing them for sacrifice to their vile god. The cultists maintain a hidden base of operations somewhere near one of the kingdom's settlements.\r\n\r\n**Critical Success** The cultists are defeated, and many of your captured citizens are rescued.<br />\r\n**Success** The cult continues to function, but you have managed to determine which hex their base of operations is located in. The DC to defeat the Sacrifices event is reduced by 4 in subsequent turns. Increase Unrest by 1.<br />\r\n**Failure** The cultists prey on travelers, hunters, trappers, and anyone else who strays too far from civilization. Increase Unrest by 1d4 and one Ruin of your choice by 1.<br />\r\n**Critical Failure** As failure, but the cultists start snatching victims from your settlements. If you've already determined where they've based their operations, they successfully relocate to a new secret hex as chosen by the GM, and the DC to defeat the cultists returns to normal. Increase Unrest by 1d6 and two Ruins of your choice by 2.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nA critical success ends this continuous event. The GM can instead build a short adventure for the PCs to track down and defeat the sinister cultists in encounter mode, provided the PCs know where to go to confront the cultists!\n\n</column>", "name": "Sacrifices", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Hex-KM\" url=\"/Traits.aspx?ID=452\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Exploration](/Skills.aspx?ID=23)\r\n\r\n**Leader** Emissary\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA cabal of cultists begin snatching citizens and preparing them for sacrifice to their vile god. The cultists maintain a hidden base of operations \u2026\r\n</summary>", "skill_markdown": "[Exploration](/Skills.aspx?ID=23)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563", "speed": {}, "summary_markdown": "A cabal of cultists begin snatching citizens and preparing them for sacrifice to their vile god. The cultists maintain a hidden base of operations \u2026", "trait": ["Continuous", "Dangerous", "Hex-KM"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Hex-KM](/Traits.aspx?ID=452)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=33", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-34", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Sensational Crime](/KMEvents.aspx?ID=34)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563\n\n**Location**\r\nA randomly determined settlement in the kingdom\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Intrigue](/Skills.aspx?ID=26)\r\n\r\n**Leader** Warden\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA notorious serial killer, deadly arsonist, flamboyant jewel thief, or otherwise sensational criminal plagues your kingdom.\r\n\r\n**Critical Success** The criminal has been caught and the one-person crime wave ends. Reduce Crime by 2, and reduce one other Ruin of your choice by 2. In addition, if you achieve this level of success on the turn this event begins, the criminal was caught in the act of perpetrating their first crime but prevented from completing it; in this case, you discourage future criminals\u2014reduce Crime by 1.<br />\r\n**Success** You foil the criminal's current plans and perhaps arrest some accomplices, but the mastermind gets away to plot future crimes. Increase Unrest by 1.<br />\r\n**Failure** The criminal succeeds in their crime and escapes justice. Increase Unrest by 1d4 and Crime by 1.<br />\r\n**Critical Failure** As failure, but the criminal also makes fools out of law enforcement, frames an innocent for the crime, or taunts the authorities for their failure. Increase Unrest by 1d6, Crime by 2, and one other Ruin of your choice by 2.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nThis continuous event ends when you achieve a critical success on the check. Alternately, the GM could create a short adventure to allow the PCs to step in, track down, and confront the criminal to end the event.\n\n</column>", "name": "Sensational Crime", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Intrigue](/Skills.aspx?ID=26)\r\n\r\n**Leader** Warden\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA notorious serial killer, deadly arsonist, flamboyant jewel thief, or otherwise sensational criminal plagues your kingdom.\r\n</summary>", "skill_markdown": "[Intrigue](/Skills.aspx?ID=26)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 563", "speed": {}, "summary_markdown": "A notorious serial killer, deadly arsonist, flamboyant jewel thief, or otherwise sensational criminal plagues your kingdom.", "trait": ["Continuous", "Dangerous", "Settlement"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=34", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-35", "level": -1, "markdown": "<title level=\"1\" right=\"Kingdom Event -1\" pfs=\"\">[Squatters](/KMEvents.aspx?ID=35)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564\n\n**Location**\r\nThe settlement with the highest Consumption in the kingdom or the largest settlement in the kingdom (as chosen by the GM)\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Viceroy\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nAn empty lot in your settlement is taken over by desperate people unable to find adequate work or housing. They set up camp with tents, wagons, and shanties. You cannot use the lot for anything until the squatters are given places to live.\r\n\r\n**Critical Success** You find opportunities for the squatters to improve their lot in life.<br />\r\n**Success** The squatters are removed from their lot, and they try to relocate and reintegrate with other citizens, but there is some strife. Increase Unrest by 1.<br />\r\n**Failure** The squatters refuse to leave their lot and other citizens are split, with some decrying their mistreatment while others call for harsh measures to drive them out. Increase Unrest by 1d4.<br />\r\n**Critical Failure** As failure, but on your next Kingdom turn attempt a DC 6 flat check; on failure, the squatters spread to the nearest empty lot in the settlement, creating a separate continuous Squatters event starting with your next Kingdom turn. In addition, the squatters increase the settlement's Consumption by 1 each month until the event is resolved.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nThis continuous event ends when you achieve a critical success on the check or when you build a [Residential](/Traits.aspx?ID=446) structure in the lot the Squatters have chosen to live in.\r\n\r\n**Special**\r\nIf the settlement has a Sewer System, most of the squatters opt to live there instead; gain a +2 item bonus to checks to resolve this event.\r\n\r\n</column>", "name": "Squatters", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Viceroy\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn empty lot in your settlement is taken over by desperate people unable to find adequate work or housing. They set up camp with tents, wagons, and \u2026\r\n</summary>", "skill_markdown": "[Politics](/Skills.aspx?ID=28)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564", "speed": {}, "summary_markdown": "An empty lot in your settlement is taken over by desperate people unable to find adequate work or housing. They set up camp with tents, wagons, and \u2026", "trait": ["Continuous", "Dangerous", "Settlement"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=35", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-36", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Undead Uprising](/KMEvents.aspx?ID=36)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564\n\n**Location**\r\nThe settlement with the most cemeteries or (if no settlements have cemeteries) the largest settlement\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Folklore](/Skills.aspx?ID=24)\r\n\r\n**Leader** Magister\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA malign force, be it a sinister curse, a nefarious necromancer, or an invasion of [ghouls](/MonsterFamilies.aspx?ID=52), [vampires](/MonsterFamilies.aspx?ID=97), or other [undead](/Traits.aspx?ID=160)-creating monsters, causes the dead to rise from their graves and threaten the settlement.\r\n\r\n**Critical Success** The undead are defeated.<br />\r\n**Success** The undead are temporarily contained with little physical damage to your settlement, but the populace still grow fearful each night. Increase Unrest by 1.<br />\r\n**Failure** The undead prey upon your citizens! Increase Unrest by 1d4 and one Ruin of your choice by 1.<br />\r\n**Critical Failure** The undead gain the advantage and bring disaster. Increase Unrest by 2d4, all Ruins by 1, and one non-cemetery lot in your settlement (chosen by the players) is reduced to rubble.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nA critical success on the check ends this continuous event. Alternately, the GM can create a short adventure for the PCs to track down and destroy the source of the undead uprising.\r\n\r\n**Special**\r\nIncrease the event's level modifier by 1 for each Graveyard in the settlement, to a maximum of +4.\r\n\r\n</column>", "name": "Undead Uprising", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Folklore](/Skills.aspx?ID=24)\r\n\r\n**Leader** Magister\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA malign force, be it a sinister curse, a nefarious necromancer, or an invasion of  ghouls ,  vampires , or other  undead -creating monsters, causes \u2026\r\n</summary>", "skill_markdown": "[Folklore](/Skills.aspx?ID=24)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564", "speed": {}, "summary_markdown": "A malign force, be it a sinister curse, a nefarious necromancer, or an invasion of  ghouls ,  vampires , or other  undead -creating monsters, causes \u2026", "trait": ["Continuous", "Dangerous", "Settlement"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=36", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-37", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Unexpected Find](/KMEvents.aspx?ID=37)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564\n\n**Location**\r\nThe kingdom's newest settlement\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Trade](/Skills.aspx?ID=31)\r\n\r\n**Leader** Ruler\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nLocal citizens discover a forgotten magic item while working on a construction site or while clearing out an old storage area.\r\n\r\n**Critical Success** The citizens donate the magic item to the PCs as thanks. The item is either a permanent item or four [consumable](/Traits.aspx?ID=36) items (equal chance of each) of a level equal to your kingdom. The exact item discovered is determined by the GM. If the PCs decide to donate the discovery to the community, reduce Unrest by 2d4.<br />\r\n**Success** The magic treasure is donated to the community; reduce Unrest by 1d4.<br />\r\n**Failure** The found item is grudgingly donated to the community; reduce Unrest by 1.<br />\r\n**Critical Failure** The recovered item is stolen before it can be donated, found to be cursed, or turns out to be worthless junk. Increase Unrest by 1.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Unexpected Find", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Trade](/Skills.aspx?ID=31)\r\n\r\n**Leader** Ruler\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLocal citizens discover a forgotten magic item while working on a construction site or while clearing out an old storage area.\r\n</summary>", "skill_markdown": "[Trade](/Skills.aspx?ID=31)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564", "speed": {}, "summary_markdown": "Local citizens discover a forgotten magic item while working on a construction site or while clearing out an old storage area.", "trait": ["Beneficial", "Settlement"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=37", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-38", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Vandals](/KMEvents.aspx?ID=38)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564\n\n**Location**\r\nA randomly determined settlement\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Industry](/Skills.aspx?ID=25)\r\n\r\n**Leader** Warden\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nVandals, troublemakers, and dissidents destroy property in your settlement.\r\n\r\n**Critical Success** You root out the vandals and stop them from causing any damage.<br />\r\n**Success** The vandals are caught in the act of damaging an area in your settlement. The event ends, but on the next turn, the damage done reduces your Resource Dice by 2.<br />\r\n**Failure** The vandals damage and deface several minor structures in the settlement and remain uncaught for now. Fortunately, the damage done can be easily repaired, but you start the next turn with 4 fewer Resource Dice.<br />\r\n**Critical Failure** The vandals also manage to reduce one structure (chosen by the players) to rubble. Increase Unrest by 1d4 and reduce your Resource Dice next turn by 4.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nThis event ends when you succeed at the check.\n\n</column>", "name": "Vandals", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Industry](/Skills.aspx?ID=25)\r\n\r\n**Leader** Warden\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nVandals, troublemakers, and dissidents destroy property in your settlement.\r\n</summary>", "skill_markdown": "[Industry](/Skills.aspx?ID=25)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 564", "speed": {}, "summary_markdown": "Vandals, troublemakers, and dissidents destroy property in your settlement.", "trait": ["Continuous", "Dangerous", "Settlement"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=38", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-39", "level": 1, "markdown": "<title level=\"1\" right=\"Kingdom Event +1\" pfs=\"\">[Visiting Celebrity](/KMEvents.aspx?ID=39)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 565\n\n**Location**\r\nA randomly determined settlement\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Emissary\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA celebrity from another nation or even a distant land visits one of your settlements, causing a sudden influx of notoriety, visitors, and lavish spending. The GM determines the nature of the visiting celebrity.\r\n\r\n**Critical Success** The visit is a rousing success. Not only are your citizens delighted by the visitor, but the visitor is quite taken with your kingdom and leaves you with a parting gift. Choose two of the following: gain 4 bonus Resource Dice next turn, gain 1d6 Luxury commodities, or reduce Unrest by 1d6.<br />\r\n**Success** The visit is a success, and the celebrity enjoys their time in your kingdom. Choose one of the parting gifts from those listed in the critical success result.<br />\r\n**Failure** The visitor has an agreeable if pedestrian visit. Reduce Unrest by 1.<br />\r\n**Critical Failure** The visitor leaves unimpressed and spreads reports of their unpleasant visit abroad. Increase Unrest by 1d4. The next time your kingdom has a Visiting Celebrity, increase that event's level modifier by 2.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Visiting Celebrity", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 565\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Emissary\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA celebrity from another nation or even a distant land visits one of your settlements, causing a sudden influx of notoriety, visitors, and lavish \u2026\r\n</summary>", "skill_markdown": "[Arts](/Skills.aspx?ID=19)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 565", "speed": {}, "summary_markdown": "A celebrity from another nation or even a distant land visits one of your settlements, causing a sudden influx of notoriety, visitors, and lavish \u2026", "trait": ["Beneficial", "Settlement"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=39", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-40", "level": 2, "markdown": "<title level=\"1\" right=\"Kingdom Event +2\" pfs=\"\">[Wealthy Immigrant](/KMEvents.aspx?ID=40)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 565\n\n**Location**\r\nThe kingdom's capital\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Industry](/Skills.aspx?ID=25)\r\n\r\n**Leader** Emissary\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nA rich merchant or prominent noble from another land is impressed with your kingdom and asks to construct an estate in your kingdom's capital. If you give permission, proceed with this event. If you deny the request, this event doesn't occur; the next time you have a Wealthy Immigrant event, increase the event's level modifier by 1.\r\n\r\n**Critical Success** The immigrant constructs a noble villa, free of charge and without you having to Build the Structure in an available spot in the capital. If there isn't enough room in the capital, the immigrant builds in the largest settlement that has enough room.<br />\r\n**Success** As critical success, except the immigrant instead constructs a mansion.<br />\r\n**Failure** The immigrant isn't quite sure where they want to build, but they continue looking.<br />\r\n**Critical Failure** After sending representatives, the immigrant decides not to build a home in your settlement after all, disappointing the local aristocracy. Increase Unrest by 1.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nAchieve a success, critical success, or critical failure against this event.\n\n</column>", "name": "Wealthy Immigrant", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Settlement\" url=\"/Traits.aspx?ID=453\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 565\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Industry](/Skills.aspx?ID=25)\r\n\r\n**Leader** Emissary\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA rich merchant or prominent noble from another land is impressed with your kingdom and asks to construct an estate in your kingdom's capital. If you \u2026\r\n</summary>", "skill_markdown": "[Industry](/Skills.aspx?ID=25)", "source": ["Kingmaker Adventure Path"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 565", "speed": {}, "summary_markdown": "A rich merchant or prominent noble from another land is impressed with your kingdom and asks to construct an estate in your kingdom's capital. If you \u2026", "trait": ["Beneficial", "Continuous", "Settlement"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449), [Continuous](/Traits.aspx?ID=451), [Settlement](/Traits.aspx?ID=453)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=40", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-41", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Monster Hunt](/KMEvents.aspx?ID=41)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 10\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Wilderness](/Skills.aspx?ID=33)\r\n\r\n**Leader** Warden\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n_Nethys note: This event requires that Amiri is a companion._\n\nAfter the PCs defeat the Beast at the end of Chapter 4, citizens in the kingdom who emulate Amiri revel in the triumph. Unless the PCs intervene, these eager citizens turn the Beast's hide into a massive rug and put it on display in the kingdom's largest tavern. From there, the hunger for monstrous trophies unfortunately continues to grow.\n\n This event takes place at the end of the next Kingdom turn, as numerous eager adventurers who are fans of Amiri join together and scour the wilderness for another monster trophy to add to the tavern's growing collection.\r\n\r\n**Critical Success** The eager monster hunters confront and defeat a Huge (or larger) monster in the wilderness. The GM can determine the exact type of monster hunted down (but it shouldn't be a specific creature still awaiting discovery by the PCs in a hex encounter). Trophies from the monster are put on display in a tavern or other public building in the capital city. Gain one additional Fame or Infamy point (as appropriate) at the start of the next Kingdom turn and reduce Unrest by 1d6.<br />\r\n**Success** As critical success, but the monster hunters track down and slay a Large monster in the wilderness. Reduce Unrest by 1d4.<br />\r\n**Failure** The monster hunters fail in their attempt to hunt a creature, but the kingdom was, if only for a short while, distracted by the attempt. Reduce Unrest by 1.<br />\r\n**Critical Failure** The monster hunters confront a Huge (or larger) monster but fail to defeat it. Worse, the monster follows the surviving hunters back home and attacks the kingdom's capital city! Increase Unrest by 1d4 and one Ruin of the players' choice by 1. The monster then retreats to the wilderness, but it continues to be a danger. A [Monster Activity](/KMEvents.aspx?ID=22) event automatically takes place during the next Kingdom turn as this creature continues to threaten the region.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Monster Hunt", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 10\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Wilderness](/Skills.aspx?ID=33)\r\n\r\n**Leader** Warden\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Nethys note: This event requires that Amiri is a companion.   After the PCs defeat the Beast at the end of Chapter 4, citizens in the kingdom who \u2026\r\n</summary>", "skill_markdown": "[Wilderness](/Skills.aspx?ID=33)", "source": ["Kingmaker Companion Guide"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 10", "speed": {}, "summary_markdown": " Nethys note: This event requires that Amiri is a companion.   After the PCs defeat the Beast at the end of Chapter 4, citizens in the kingdom who \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=41", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-42", "level": 2, "markdown": "<title level=\"1\" right=\"Kingdom Event +2\" pfs=\"\">[Barbarian Immigrants](/KMEvents.aspx?ID=42)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 10\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Statecraft](/Skills.aspx?ID=30)\r\n\r\n**Leader** Warden\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n_Nethys note: This event requires that Amiri is a companion._\n\nOnce the PCs defeat Armag at the end of Chapter 7, the Tiger Lord barbarians scatter back into the surrounding wilderness, but some of them are drawn by Amiri's reputation and look to join the PCs' kingdom. This event occurs during the first Kingdom turn after Armag's defeat.\r\n\r\n**Critical Success** A large number of barbarians are welcomed into several settlements. Their presence helps to bolster a sense of security (decrease Unrest by 1d6), and also helps to curtail bandit and monster activity. From this point on, kingdom checks made to resolve the following random events gain a +2 circumstance bonus: [Bandit Activity](/KMEvents.aspx?ID=3), [Monster Activity](/KMEvents.aspx?ID=22), and [Undead Uprising](/KMEvents.aspx?ID=36).<br />\r\n**Success** As critical success, but decrease Unrest by 1d4 and the circumstance bonus is only +1.<br />\r\n**Failure** The integration of the barbarians into the kingdom is a bit rougher than expected and doesn't provide additional defense against events. Reduce Unrest by 1.<br />\r\n**Critical Failure** The barbarians and citizens clash violently. Increase Unrest by 1d4 and one Ruin of the players' choice by 1; the barbarians then scatter back into the wilderness.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Barbarian Immigrants", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 10\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Statecraft](/Skills.aspx?ID=30)\r\n\r\n**Leader** Warden\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Nethys note: This event requires that Amiri is a companion.   Once the PCs defeat Armag at the end of Chapter 7, the Tiger Lord barbarians scatter \u2026\r\n</summary>", "skill_markdown": "[Statecraft](/Skills.aspx?ID=30)", "source": ["Kingmaker Companion Guide"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 10", "speed": {}, "summary_markdown": " Nethys note: This event requires that Amiri is a companion.   Once the PCs defeat Armag at the end of Chapter 7, the Tiger Lord barbarians scatter \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=42", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-43", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[The Local Paper](/KMEvents.aspx?ID=43)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 54\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Industry](/Skills.aspx?ID=25)\r\n\r\n**Leader** Counselor\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nThis event takes place on the one Kingdom Turn after the turn during which the PCs build their first [printing house](/KMStructures.aspx?ID=77). Access to the printing press allows for the production of an initially modest weekly flyer that gathers news and presents stories of interest. Over time, this flyer grows in size, potentially becoming something akin to a local newspaper, but only if your printing house can keep up with the demand.\n\n While it doesn't directly impact the effects of this event, you should encourage your players to come up with a fun name for their kingdom's paper. If they leave it up to Linzi, she decides to go with \u201cThe Stolen Times.\u201d\r\n\r\n**Critical Success** You gain access to the [Read All About It](/Actions.aspx?ID=1495) leadership activity. More importantly, your industrious editors prove to be more than up to the task of keeping the presses running, and the people of the kingdom take to the new paper with delight. Reduce Unrest by 1d4, and at the start of your next Kingdom Turn, you gain one additional Fame or Infamy point.<br />\r\n**Success** You gain access to the Read All About It leadership activity, and while your people enjoy the paper, it's always a grind to hit your deadlines. Reduce Unrest by 1.<br />\r\n**Failure** You gain access to the Read All About It leadership activity, but the stress of hitting deadlines puts a strain on your editors. Increase Unrest by 1.<br />\r\n**Critical Failure** You fail to get the local paper off the ground, and your frustrated editors spread word of how you mismanaged the affair. Increase Unrest by 1d4 and Strife by 1.\n\n<column gap=\"tiny\">\n\n</column>", "name": "The Local Paper", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 54\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Industry](/Skills.aspx?ID=25)\r\n\r\n**Leader** Counselor\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis event takes place on the one Kingdom Turn after the turn during which the PCs build their first  printing house . Access to the printing press \u2026\r\n</summary>", "skill_markdown": "[Industry](/Skills.aspx?ID=25)", "source": ["Kingmaker Companion Guide"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 54", "speed": {}, "summary_markdown": "This event takes place on the one Kingdom Turn after the turn during which the PCs build their first  printing house . Access to the printing press \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=43", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-44", "level": 0, "markdown": "<title level=\"1\" right=\"Kingdom Event +0\" pfs=\"\">[Special Edition](/KMEvents.aspx?ID=44)</title>\r\n\r\n<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 55\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Counselor\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n_Nethys note: This event requires the construction of a [printing house](/KMStructures.aspx?ID=77)._\n\n A famous writer approaches your printing house with an offer to produce a special, limited edition of one of their previously published works, or a brand new edition of a previously unpublished story. This event can occur multiple times at the GM's discretion, but never more than twice a game year.\r\n\r\n**Critical Success** The special edition proves to be a rousing success! At the start of your next Kingdom Turn, you gain two bonus Resource Dice and 1d4 Luxury commodities.<br />\r\n**Success** The special edition is popular but takes a while to sell out. At the start of your next Kingdom Turn, you gain one bonus Resource Die.<br />\r\n**Failure** The special edition fails to connect with any readers and provides no significant benefit to your nation as a result.<br />\r\n**Critical Failure** The special edition is controversial in some way and incites anger in a key portion of your population. Increase one Ruin of your choice by 1.\n\n<column gap=\"tiny\">\n\n</column>", "name": "Special Edition", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beneficial\" url=\"/Traits.aspx?ID=449\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 55\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Arts](/Skills.aspx?ID=19)\r\n\r\n**Leader** Counselor\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Nethys note: This event requires the construction of a  printing house .    A famous writer approaches your printing house with an offer to produce \u2026\r\n</summary>", "skill_markdown": "[Arts](/Skills.aspx?ID=19)", "source": ["Kingmaker Companion Guide"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 55", "speed": {}, "summary_markdown": " Nethys note: This event requires the construction of a  printing house .    A famous writer approaches your printing house with an offer to produce \u2026", "trait": ["Beneficial"], "trait_markdown": "[Beneficial](/Traits.aspx?ID=449)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=44", "weakness": {}}, {"category": "kingdom-event", "id": "kingdom-event-45", "level": -2, "markdown": "<title level=\"1\" right=\"Kingdom Event -2\" pfs=\"\">[Goblin Backlash](/KMEvents.aspx?ID=45)</title>\r\n\r\n<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 60\n\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Ruler\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n_Nethys note: If the PC's is Famous and Nok-Nok is assigned to a leadership position, then the following event occurs during the next kingdom turn's Event Phase._\n\n Your citizens doubt your wisdom in appointing Nok-Nok and worry that his unsavory personality traits might cause issues for the kingdom overall. If Nok-Nok is still chaotic evil, you take a \u20132 circumstance penalty in resolving this event.\r\n\r\n**Critical Success** You convince the citizens that Nok-Nok will do well, and use his appointment to prove that you are seeking to build a diverse kingdom where anyone can find a role in shaping its destiny. The event ends, and your citizens grow more accepting of all people. Word of your kingdom's acceptance of normally shunned elements of society spreads, and from this point on, you gain a +1 circumstance bonus to all [New Leadership](/Actions.aspx?ID=1378), [Quell Unrest](/Actions.aspx?ID=1380), and [Pledge of Fealty](/Actions.aspx?ID=1379) checks.<br />\r\n**Success** You prevent the unrest from growing, but the citizens continue to grumble and grouse about Nok-Nok into the next kingdom turn.<br />\r\n**Failure** The people rise up, with protests and even a few riots taking place as concerned citizens fan the flames of dissent in the kingdom. Gain 1 Unrest.<br />\r\n**Critical Failure** As failure, but gain 1d4 Unrest. In addition, an [Assassination Attempt](/KMEvents.aspx?ID=2) event takes place immediately after resolving this event, with Nok-Nok as the target. The assassin itself should be a non-good, previously unnamed NPC citizen in the PC's kingdom. They weren't hired by anyone, instead acting on their own to remove a perceived threat (Nok-Nok) to the kingdom's well-being.\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Resolution**\r\nYou can end this continuous event with a critical success on the check. Alternately, if the PCs remove Nok-Nok from his leadership position (including if he's killed), the event ends. If the PCs do this though, and then attempt to install Nok-Nok as a leader at a later date, this event occurs again but its level is increased by 1.\n\n</column>", "name": "Goblin Backlash", "primary_source_category": "Adventure Paths", "primary_source_group": "Kingmaker", "rarity": "common", "rarity_id": 1, "release_date": "2022-10-26", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Continuous\" url=\"/Traits.aspx?ID=451\" />\r\n<trait label=\"Dangerous\" url=\"/Traits.aspx?ID=450\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 60\r\n\r\n<row gap=\"medium\">\r\n**Kingdom Skill** [Politics](/Skills.aspx?ID=28)\r\n\r\n**Leader** Ruler\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Nethys note: If the PC's is Famous and Nok-Nok is assigned to a leadership position, then the following event occurs during the next kingdom turn's \u2026\r\n</summary>", "skill_markdown": "[Politics](/Skills.aspx?ID=28)", "source": ["Kingmaker Companion Guide"], "source_category": ["Adventure Paths"], "source_group": ["Kingmaker"], "source_markdown": "[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 60", "speed": {}, "summary_markdown": " Nethys note: If the PC's is Famous and Nok-Nok is assigned to a leadership position, then the following event occurs during the next kingdom turn's \u2026", "trait": ["Continuous", "Dangerous"], "trait_markdown": "[Continuous](/Traits.aspx?ID=451), [Dangerous](/Traits.aspx?ID=450)", "type": "Kingdom Event", "url": "/KMEvents.aspx?ID=45", "weakness": {}}, {"attribute": ["Charisma"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "10", "icon_image": "/Images/Class/Summoner_Icon.png", "id": "class-18", "image": ["/Images/Classes/Iconic_Ija.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Summoner](/Classes.aspx?ID=18)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 51 <sup>1.1</sup>\n\n_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_\r\n\r\n**Key Attribute: Charisma** <br />\r\nAt 1st level, your class gives you an ability boost to Charisma.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Ija.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nThe following key terms can be found in many summoner class features.\n\n **[Eidolon](/Traits.aspx?ID=386)**: A creature with this trait is an eidolon. An action or spell with this trait can be performed by an eidolon only. An item with this trait can be used or worn by an eidolon only, and an eidolon can't use items that don't have this trait. (An eidolon can have up to two items invested.)\n\n **[Evolution](/Traits.aspx?ID=394)**: Feats with this trait affect your eidolon instead of you, typically by granting it additional physical capabilities.\n\n **[Tandem](/Traits.aspx?ID=395)**: Actions with this trait involve you and your eidolon acting in concert. You can't use a tandem action if either you or your eidolon can't act, if you haven't Manifested your Eidolon, or if you've Manifested your Eidolon in a way where it isn't a separate entity (such as with the Meld into Eidolon feat). Tandem actions often let both you and your eidolon take separate actions, but these must be actions taken separately by you and your eidolon; you can't use a tandem action to take another tandem action.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Riding Sapient Creatures</title>\r\n\r\nRiding along on a sapient creature that isn't a minion requires a lot of coordination and timing. Both the riding creature and the mount regain only 2 actions at the start of their turns each round, as both the mount and the riding creature interfere with one another's actions. If you ride your eidolon, you reduce your total actions to 2 and continue to share actions normally\u2014you don't reduce the number of actions twice.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Summoning Spells</title>\r\n\r\nWhen the [Master Summoner](/Feats.aspx?ID=2912), [Ostentatious Arrival](/Feats.aspx?ID=2913), and [Legendary Summoner](/Feats.aspx?ID=2943) feats refer to summoning spells, they mean spells that conjure a creature with the summoned trait. The spells that qualify from the _Core Rulebook_ and this book are [_summon anarch_](/Spells.aspx?ID=1004), [_summon animal_](/Spells.aspx?ID=316), [_summon axiom_](/Spells.aspx?ID=1006), [_summon elemental_](/Spells.aspx?ID=320), [_summon entity_](/Spells.aspx?ID=321), [_summon fey_](/Spells.aspx?ID=322), [_summon fiend_](/Spells.aspx?ID=323), [_summon lesser servitor_](/Spells.aspx?ID=1010), and [_summon plant or fungus_](/Spells.aspx?ID=325). Your GM might add other spells from future books that work like these spells.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Summoner</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYour 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.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nWhether 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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](/Actions.aspx?ID=25), [Craft](/Actions.aspx?ID=43) magic items with your eidolon's help, or make allies using your social skills.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Rely on your eidolon to accomplish physical tasks while you handle the mental ones.</li><li>Develop attitudes and mannerisms in line with your eidolon's way of thinking, even as your nature shapes its behavior.</li><li>Consider your eidolon a close friend, a guiding figure, a protector, or a rival bound to you.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Feel safe with you (and your eidolon) at their side.</li><li>Expect that since you know information about your eidolon, you might know details about other sorts of strange monsters.</li><li>View you with awe or fear because of the powerful, strange creature that accompanies you.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in one or more skills determined by your eidolon<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in unarmored defense\n\n<title level=\"3\">Spells</title>\r\nTrained in spell attack rolls of your spellcasting tradition, determined by your eidolon<br /> Trained in spell DCs of your spellcasting tradition, determined by your eidolon\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Summoner. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, eidolon, evolution feat, link spells, spell repertoire, summoner spellcasting</td></tr>\r\n<tr><td>2</td><td>Skill feat, summoner feat</td></tr>\r\n<tr><td>3</td><td>2nd-level spells, general feat, shared vigilance, skill increase, unlimited signature spells</td></tr>\r\n<tr><td>4</td><td>Skill feat, summoner feat</td></tr>\r\n<tr><td>5</td><td>3rd-level spells, ability boosts, ancestry feat, eidolon unarmed expertise, skill increase</td></tr>\r\n<tr><td>6</td><td>Skill feat, summoner feat</td></tr>\r\n<tr><td>7</td><td>4th-level spells, eidolon symbiosis, eidolon weapon specialization, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Skill feat, summoner feat</td></tr>\r\n<tr><td>9</td><td>5th-level spells, ancestry feat, expert spellcaster, shared reflexes, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, skill feat, summoner feat</td></tr>\r\n<tr><td>11</td><td>6th-level spells, eidolon defensive expertise, general feat, simple weapon expertise, skill increase, twin juggernauts</td></tr>\r\n<tr><td>12</td><td>Skill feat, summoner feat</td></tr>\r\n<tr><td>13</td><td>7th-level spells, ancestry feat, defensive robes, eidolon unarmed mastery, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Skill feat, summoner feat</td></tr>\r\n<tr><td>15</td><td>8th-level spells, ability boosts, greater eidolon specialization, general feat, shared resolve, skill increase</td></tr>\r\n<tr><td>16</td><td>Skill feat, summoner feat</td></tr>\r\n<tr><td>17</td><td>9th-level spells, ancestry feat, eidolon transcendence, master spellcaster, skill increase</td></tr>\r\n<tr><td>18</td><td>Skill feat, summoner feat</td></tr>\r\n<tr><td>19</td><td>General feat, eidolon defensive mastery, instant manifestation, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, skill feat, summoner feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>2</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td></tr><tr><td>18</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td></tr><tr><td>19</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td></tr><tr><td>20</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td></tr></tbody></table>\r\n\r\n<title level=\"3\" >Ancestry And Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Eidolon</title>\r\nYou have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting below). Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features. Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before. You bring your eidolon into reality with the Manifest Eidolon action.\n\n<document level=\"2\" id=\"action-757\" /> Your eidolon is no mere minion. It doesn't have the [minion](/Traits.aspx?ID=109) or [summoned](/Traits.aspx?ID=154) trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon.\n\n You coordinate your actions with your eidolon more efficiently when you Act Together.\n\n<document level=\"2\" id=\"action-758\" />Your connection with your eidolon allows you to communicate with it telepathically at all times, even when it isn't manifested. You also gain the Share Senses action.\n\n<document level=\"2\" id=\"action-759\" />Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies. \n\n<title level=\"3\">Gear And Your Eidolon</title> Your eidolon can't wear or use magic items, except for items with the [eidolon](/Traits.aspx?ID=386) trait. An eidolon can have up to two items invested. Your eidolon's link to you means it can benefit from certain magic items invested by you. \n<ul><li>Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested.</li><li>Your eidolon increases its item bonus to AC based on your armor's [_armor potency rune_](/Equipment.aspx?ID=278) or [_bracers of armor_](/Equipment.aspx?ID=416). It also gains an item bonus to its saves from the [_resilient_](/Equipment.aspx?ID=279) rune on your armor or from your _bracers of armor_. Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM.</li><li>Your eidolon's Strikes benefit from the fundamental and property runes on your [handwraps of mighty blows](/Equipment.aspx?ID=441). Alternatively, you can [Invest](/Actions.aspx?ID=289) a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to its attacks, with the same limitations noted in _handwraps of mighty blows_.</li></ul> \n\n<title level=\"3\">Lost And Altered Actions</title> If you or your eidolon becomes [slowed](/Conditions.aspx?ID=35), [stunned](/Conditions.aspx?ID=36), [quickened](/Conditions.aspx?ID=32), or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if you or your eidolon were slowed 1, you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only one action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon slowed 2, you'd have two fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became [immobilized](/Conditions.aspx?ID=24) or [petrified](/Conditions.aspx?ID=30), it wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.\n\n You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take its actions out of your control, such as the [confused](/Conditions.aspx?ID=5) or [controlled](/Conditions.aspx?ID=6) condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all of your shared actions, preventing your eidolon from acting.\r\n\r\n<title level=\"3\" >Summoner Spellcasting</title>\r\nYour link to your eidolon grants you limited magic connected to your eidolon's nature. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because of the magic you draw from your eidolon, you can usually replace material components with somatic components, so you don't need a [material component pouch](/Equipment.aspx?ID=33).\n\n Each day, you can cast one 1st-level spell and five cantrips. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.\n\n As you increase in level as a summoner, the magical link with your eidolon grants you additional, more powerful spell slots. Your total number of spell slots and the highest level of spells you can cast are shown in Table 2\u20134: Summoner Spells per Day. Because of the way you draw magic from your connection to your eidolon, you begin to lose lower-level spell slots once you reach 5th level. The maximum number of spell slots you get from the summoner class is four, starting when you reach 4th level.\n\n Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear in [Spell Attack Roll](/Rules.aspx?ID=325). \n\n<title level=\"3\">Heightening Spells</title> When you gain spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels. \n\n<title level=\"3\">Cantrips</title> A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up\u2014this is usually equal to the highest level of spell you can cast as a summoner. For example, as a 1st-level summoner, your cantrips are 1st-level spells, and as a 5th-level summoner, your cantrips are 3rd-level spells.\r\n\r\n<title level=\"3\" >Spell Repertoire</title>\r\nThe collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn't give you another spell slot, and vice versa.\n\n You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2\u20134: Summoner Spells per Day), you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell. At 3rd level, you add the first 2nd-level spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of five spells.\n\n At 5th level, in addition to adding two 3rd-level spells to your repertoire, you lose your lowest level of spell slots. Any time you lose a level of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you're learning. On levels in which you don't change your spell slots, you can swap out multiple spells, as described below. \n\n<title level=\"3\">Swapping Spells in Your Repertoire</title> As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. If it's a level at which you lose a set of lower-level slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime. \n\nAt 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a level you can cast. When you do, you must keep at least one spell you can cast with your lowest level 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-level spell, but all your other spells could be 3rd level.\r\n\r\n<title level=\"3\" >Link Spells</title>\r\nYour connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link 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 specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.\n\n 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. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear [here](/Rules.aspx?ID=276).\n\n You learn the [_evolution surge_](/Spells.aspx?ID=1047) link spell, which allows you to grant your eidolon one of several useful benefits. \n\n<title level=\"3\">Link Cantrips</title> Link cantrips are special link spells that don't cost Focus Points, so you can cast them as often as you like. Link cantrips are in addition to the cantrips you choose from your tradition's spell list. Generally, only feats can give you more link cantrips. Unlike other cantrips, you can't swap out link cantrips gained from summoner feats at a later level, unless you swap out the specific feat via [retraining](/Rules.aspx?ID=475). \n\nYou learn the [_boost eidolon_](/Spells.aspx?ID=1045) link cantrip, which briefly improves your eidolon's capabilities, allowing it to attack with greater power.\r\n\r\n<title level=\"3\" >Evolution Feat</title>\r\nEvolution feats are a special type of summoner class feat that allow you to customize your eidolon through your shared link. You gain an [evolution feat](/Feats.aspx?Traits=394) for your eidolon at 1st level, representing the differences that make it unique from other eidolons of its type. If you retrain this feat, the feat you replace it with must also be an evolution feat.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 2\">Summoner Feats</title>\r\nAt 2nd level and every even-numbered level, you gain a summoner class feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Shared Vigilance</title>\r\nYou and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon's proficiency rank in Perception increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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 skill increases to become legendary in a skill in which you're already a master.\r\n\r\n<title level=\"3\" right=\"Level 3\">Unlimited Signature Spells</title>\r\nAll of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if the ability score is already 18 or above, or by 2 if it starts out below 18.\n\n Your eidolon also gets four ability boosts at these levels. The eidolon's ability boosts follow the same rules as yours.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Eidolon Unarmed Expertise</title>\r\nYour eidolon becomes more capable of using its unarmed attacks. Its proficiency rank for unarmed attacks increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Eidolon Symbiosis</title>\r\nYour connection with your eidolon strengthens, granting your eidolon access to a new ability depending on its type, as described in Eidolon Abilities in each eidolon's entry.\r\n\r\n<title level=\"3\" right=\"Level 7\">Eidolon Weapon Specialization</title>\r\nYour eidolon has learned how to inflict greater injuries with its unarmed attacks. It deals 2 additional damage with unarmed attacks in which it's an expert. This damage increases to 3 if it's a master, and 4 if it's legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Expert Spellcaster</title>\r\nAs your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for spell attack rolls and spell DCs for spells of your eidolon's tradition increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Shared Reflexes</title>\r\nYou and your eidolon boost each other's reflexes, allowing you both to roll away from danger. Your proficiency rank for Reflex saves and your eidolon's proficiency rank for Reflex saves increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Eidolon Defensive Expertise</title>\r\nYour eidolon increases its ability to avoid attacks. Its proficiency rank for unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Simple Weapon Expertise</title>\r\nTraining and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Twin Juggernauts</title>\r\nYou and your eidolon fight off physical hardship together with your shared life force. Your proficiency rank for Fortitude saves and your eidolon's proficiency rank for Fortitude saves increase to master. When you roll a success on a Fortitude save, you get a critical success instead. When your eidolon rolls a success on a Fortitude save, it gets a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 13\">Defensive Robes</title>\r\nThe flow of magic around you increases your ability to avoid attacks. Your proficiency rank in unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Eidolon Unarmed Mastery</title>\r\nYour eidolon truly masters its unarmed attacks, reaching greater heights. Its proficiency rank for unarmed attacks increases to master.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. 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.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Eidolon Specialization</title>\r\nYour eidolon's damage from weapon specialization increases to 4 with unarmed attacks in which it's an expert, 6 if it's a master, and 8 if it's legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Shared Resolve</title>\r\nYou and your eidolon steel your mind together against effects that threaten you, each protecting the others' minds from danger. Your and your eidolon's proficiency ranks for Will saves increase to master. When you roll a success on a Will save, you get a critical success instead. When your eidolon rolls a success on a Will save, it gets a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Eidolon Transcendence</title>\r\nYour connection with your eidolon approaches its peak, granting your eidolon access to a powerful new ability depending on its type, as described in Eidolon Abilities in each eidolon's entry. This ability also increases one of the eidolon's ability scores by 2.\r\n\r\n<title level=\"3\" right=\"Level 17\">Master Spellcaster</title>\r\nYour connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack rolls and spell DCs for spells of your eidolon's tradition increase to master. \r\n\r\n<title level=\"3\" right=\"Level 19\">Eidolon Defensive Mastery</title>\r\nYour eidolon's form becomes particularly difficult to assail. Its proficiency rank for unarmored defense increases to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Instant Manifestation</title>\r\nYou can manifest your eidolon with incredible speed. You can use Manifest Eidolon as a single action, instead of a three-action activity", "name": "Summoner", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2021-09-01", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 51 <sup>1.1</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA summoner acts as the living anchor to a powerful being called an eidolon, which they call upon for aid. Summoners maintain deep connections with \u2026\r\n</summary>", "skill_proficiency": ["Trained in one or more skills determined by your eidolon", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Secrets of Magic"], "source_category": ["Rulebooks"], "source_markdown": "[Secrets of Magic](/Sources.aspx?ID=96) pg. 51 <sup>1.1</sup>", "speed": {}, "summary_markdown": "A summoner acts as the living anchor to a powerful being called an eidolon, which they call upon for aid. Summoners maintain deep connections with \u2026", "tradition": ["Arcane", "Divine", "Occult", "Primal"], "tradition_markdown": "[Arcane](/SpellLists.aspx?Tradition=1), [Divine](/SpellLists.aspx?Tradition=2), [Occult](/SpellLists.aspx?Tradition=3), [Primal](/SpellLists.aspx?Tradition=4)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=18", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Intelligence"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "8", "icon_image": "/Images/Class/Inventor_Icon.png", "id": "class-19", "image": ["/Images/Classes/Iconic_Droven.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Inventor](/Classes.aspx?ID=19)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 15 <sup>2.0</sup>\r\n\r\n_[**PFS Note**](/pathfinder-society) All Pathfinder Society agents have access to the Inventor class._\r\n\r\n_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._\r\n\r\n**Key Attribute: Intelligence** <br />\r\nAt 1st level, your class gives you an ability boost to Intelligence.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Droven.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\n[**Gadget**](/Traits.aspx?ID=405): Gadgets are consumable technological inventions with innovative uses.\n\n [**Modification**](/Traits.aspx?ID=410): An ability with this trait alters your innovation's construction. If you have the reconfigure class feature, you can retrain these feats more easily.\n\n [**Unstable**](/Traits.aspx?ID=416): Unstable actions use experimental applications of your innovation that even you can't fully predict, and that are hazardous to your innovation (and potentially you). When you take an unstable action, attempt a DC 15 flat check immediately after applying its effects. On a failure, the innovation malfunctions in a spectacular (though harmless) fashion, such as a belch of smoke or shower of sparks, and it becomes incapable of being used for further unstable actions. On a critical failure, you also take an amount of fire damage equal to your level. As the innovation's creator, you can spend 10 minutes retuning your innovation and making adjustments to return it to functionality, at which point you can use unstable actions with that innovation again.\n\n To take an unstable action, you must be using your innovation (for example, wearing an armor innovation or wielding a weapon innovation). If you have a minion innovation, some unstable actions are taken by the minion instead of you. In these cases, only the minion can take that action, and the minion needs to have been Commanded that turn to take the action. If you critically fail the flat check, the minion takes the damage instead of you.\n\n Some actions have an Unstable Function entry, which you can use to add the unstable trait for a bigger benefit. If you're unable to use unstable actions, you can still use the action normally, but you can't use the unstable function.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Inventor</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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!\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou 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!\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Enjoy creating new things the world has never seen before.</li><li>Be willing to take a chance on a theory, testing to see if your hypothesis proves accurate. If not, you probably record the results to try again later.</li><li>Wear clothes spattered with oil and grime, or venture off on excited and technical tangents when asked simple questions.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Marvel at your inventions and the variety of unbelievable wonder they can bring.</li><li>Believe that you're a genius whose work is beyond understanding.</li><li>Worry that your inventions might backfire or explode.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Crafting](/Skills.aspx?ID=4)<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in medium armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in inventor class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Inventor. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, overdrive, innovation, explode, peerless inventor, shield block, inventor feat</td></tr>\r\n<tr><td>2</td><td>Inventor feat, skill feat</td></tr>\r\n<tr><td>3</td><td>Expert overdrive, general feat, reconfigure, skill increase</td></tr>\r\n<tr><td>4</td><td>Inventor feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, inventor weapon expertise, skill increase</td></tr>\r\n<tr><td>6</td><td>Inventor feat, skill feat</td></tr>\r\n<tr><td>7</td><td>Breakthrough innovation, general feat, lightning reflexes, master overdrive, skill increase, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Inventor feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, inventive expertise, offensive boost, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, inventor feat, skill feat</td></tr>\r\n<tr><td>11</td><td>General feat, medium armor expertise, resolve, skill increase</td></tr>\r\n<tr><td>12</td><td>Inventor feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Alertness, ancestry feat, complete reconfiguration, inventor weapon mastery, skill increase</td></tr>\r\n<tr><td>14</td><td>Inventor feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Ability boosts, general feat, greater weapon specialization, legendary overdrive, revolutionary innovation, skill increase</td></tr>\r\n<tr><td>16</td><td>Inventor feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, inventive mastery, juggernaut, skill increase</td></tr>\r\n<tr><td>18</td><td>Inventor feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, infinite invention, medium armor mastery, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, inventor feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you gain from your chosen class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Overdrive</title>\r\nYou have a bevy of smaller devices of your own invention, from muscle stimulants to concussive pistons. When it's necessary, you can throw them into overdrive to assist you in combat.\n\n<document level=\"2\" id=\"action-901\" />\r\n\r\n<title level=\"3\" >Innovation</title>\r\nWhile you're always creating inventions, there's one that represents your preeminent work, the one that you hope\u2014with refinement\u2014might change the world. Choose one innovation. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a [Crafting](/Skills.aspx?ID=4) check with a [high DC for your level](/Rules.aspx?ID=554); on a success, you rebuild it. An innovation only works due to your constant maintenance and tinkering, and therefore has no market Price. \n\nInnovations can be found [here](Innovations.aspx).\r\n\r\n<title level=\"3\" >Explode</title>\r\nYour innovation is a creation barely held together by your own engineering, always on the edge of completely falling apart. Though this adds risk, it also means you can coax it to perform far beyond its design specifications using special [unstable](/Traits.aspx?ID=416) actions.  \n\nWhile inventors can learn various unstable actions over their career, all at least know how to make their innovation Explode.\n\n<document level=\"2\" id=\"action-902\" />\r\n\r\n<title level=\"3\" >Peerless Inventor</title>\r\nYou are constantly inventing, and your skill at crafting is unimpeachable. You gain the [Inventor](/Feats.aspx?ID=798) skill feat, even if you don't meet its prerequisites.\r\n\r\n<title level=\"3\" >Shield Block</title>\r\nYou gain the [Shield Block](/Feats.aspx?ID=839) general feat, a reaction that lets you reduce damage with your shield.\r\n\r\n<title level=\"3\" >Inventor Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Expert Overdrive</title>\r\nYou've increased your skill in crafting, and you can put your devices into a more powerful state of overdrive. You become an expert in [Crafting](/Skills.aspx?ID=4), and on a successful use of Overdrive, you increase the additional damage by 1.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Reconfigure</title>\r\nYou've become an expert in all crafts and are always adjusting your inventions. You can attempt to change the modifications on your [innovation](Innovations.aspx) by spending 1 day of downtime tinkering with it and attempting a [Crafting](/Skills.aspx?ID=4) check, with a high DC for your level. On a success, you can change one modification you've chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary).\n\n If you have any [modification](/Traits.aspx?ID=410) feats, on a successful check you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Inventor Weapon Expertise</title>\r\nYou develop tricks for using your weapons more effectively. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to expert. If you have a  &lt;%CLASS>INNOVATIONS%3%%&gt; weapon innovation &lt;%END>, you gain access to the critical specialization effect with your innovation.\r\n\r\n<title level=\"3\" right=\"Level 7\">Breakthrough Innovation</title>\r\nYou've made a breakthrough in your field of study and discovered a powerful new way to enhance your [innovation](Innovations.aspx). Choose a breakthrough modification of your innovation's type to apply to your innovation. You can choose an initial modification of your innovation's type instead if you prefer.\r\n\r\n<title level=\"3\" right=\"Level 7\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Master Overdrive</title>\r\nYour mastery of invention and crafting enhances your Overdrive even further. You become a master in [Crafting](/Skills.aspx?ID=4), and on a successful Overdrive, you increase the additional damage by a total of 2, replacing the increase from expert overdrive.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. 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.\r\n\r\n<title level=\"3\" right=\"Level 9\">Inventive Expertise</title>\r\nThrough innovation and experimentation, you've made your inventions more effective and reliable. Your proficiency rank for your inventor class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Offensive Boost</title>\r\nYou've made additions to your innovation to upgrade your offensive capabilities. Your improvements make any Strikes that rely on your innovation deal an additional 1d6 damage, with a type determined by the boost you choose. If your innovation is [armor](/Innovations.aspx?ID=1), the boost applies to your melee unarmed Strikes and to your melee Strikes with one weapon you choose during daily preparations; if your innovation is a [construct](/Innovations.aspx?ID=2), the boost applies to your construct companion's Strikes; and if your innovation is a [weapon](/Innovations.aspx?ID=3), the boost applies to your Strikes with your innovation. You can spend downtime to switch to a different boost in the same way as switching your modification. Choose one of the following boosts, with the damage type in parentheses. \n<ul><li>**Chill (Cold)**: Your innovation rapidly absorbs heat, creating an intense chill.</li><li>**Ignition (Fire)**: Your innovation shoots out jets of searing flame.</li><li>**Jolt (Electricity)**: Your innovation jolts foes with charges of electricity.</li><li>**Momentum (Bludgeoning)**: Your innovation slams into foes with added momentum.</li><li>**Saws (Slashing)**: Your innovation reveals spinning sawblades during your attacks.</li><li>**Spike (Piercing)**: Your innovation reveals wicked spikes during your attacks.</li><li>**Vitriol (Acid)**: Your innovation releases spurts of caustic acid.</li></ul>\r\n\r\n<title level=\"3\" right=\"Level 11\">Medium Armor Expertise</title>\r\nYou've learned to better defend yourself against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\n\n If you have a medium or heavy armor innovation, you gain access to the critical specialization effect with your armor innovation.\r\n\r\n<title level=\"3\" right=\"Level 11\">Resolve</title>\r\nYou've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 13\">Alertness</title>\r\nYour attention to detail lets you remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Complete Reconfiguration</title>\r\nWhen it comes to crafting and tinkering, you've become incredibly adept at changing your modifications to adjust your [innovation's](Innovations.aspx) functionality. When you spend downtime to reconfigure your innovation and succeed at your [Crafting](/Skills.aspx?ID=4) check, you can swap any number of modifications, swap your offensive boost, or retrain any number of [modification](/Traits.aspx?ID=410) feats, rather than one. You still must swap a modification only with one of the same type (initial, breakthrough, or revolutionary).\r\n\r\n<title level=\"3\" right=\"Level 13\">Inventor Weapon Mastery</title>\r\nYou fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Legendary Overdrive</title>\r\nYour peerless inventing and [Crafting](/Skills.aspx?ID=4) ability has supercharged your Overdrives. You become legendary in Crafting, and on a successful Overdrive, you increase the additional damage by a total of 3, replacing the increase from master overdrive.\r\n\r\n<title level=\"3\" right=\"Level 15\">Revolutionary Innovation</title>\r\nYou are an unparalleled genius and have discovered a technique that will revolutionize your chosen field\u2014or at least for the time being, your [innovation](Innovations.aspx)! Choose a revolutionary modification to apply to your innovation. You can also choose an initial or breakthrough modification of the same type instead, if you prefer.\r\n\r\n<title level=\"3\" right=\"Level 17\">Inventive Mastery</title>\r\nYour inventions are incredibly effective. Your proficiency rank for your inventor class DC increases to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Juggernaut</title>\r\nYour body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Infinite Invention</title>\r\nYour ability to adjust your innovation has reached impossible heights, and you can use these skills to make major adjustments in your spare time. During your daily preparations, you automatically fix your innovation if it's destroyed or [broken](/Conditions.aspx?ID=2), and you can change to a different innovation ([armor](/Innovations.aspx?ID=1), [construct](/Innovations.aspx?ID=2), [weapon](/Innovations.aspx?ID=3), or other type you have access to) and change your modifications and offensive boost.\n\n If you have any feats that had your previous innovation as a prerequisite, you can't use them until you retrain the feats as normal. However, it takes you only 1 day of downtime to retrain such a feat into a feat that has your new innovation as a prerequisite, instead of 1 week.\r\n\r\n<title level=\"3\" right=\"Level 19\">Medium Armor Mastery</title>\r\nYour skill with armor improves, helping you avoid more blows. Your proficiency ranks for light and medium armor, as well as for unarmored defense, increase to master.", "name": "Inventor", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_proficiency": "Trained", "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 15 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAny tinkerer can follow a diagram to make a device, but the inventor creates the impossible and challenges the boundaries of reality. An inventor \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Crafting", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 15 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Any tinkerer can follow a diagram to make a device, but the inventor creates the impossible and challenges the boundaries of reality. An inventor \u2026", "tradition_markdown": "", "trait": ["Uncommon"], "trait_markdown": "[Uncommon](/Traits.aspx?ID=159)", "type": "Class", "url": "/Classes.aspx?ID=19", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Dexterity"], "attack_proficiency": ["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"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "8", "icon_image": "/Images/Class/Gunslinger_Icon.png", "id": "class-20", "image": ["/Images/Classes/Iconic_Nhalmika.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Gunslinger](/Classes.aspx?ID=20)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 105 <sup>2.0</sup>\r\n\r\n_[**PFS Note**](/pathfinder-society) All Pathfinder Society agents have access to the Gunslinger class._\r\n\r\n_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._\r\n\r\n**Key Attribute: Dexterity** <br />\r\nAt 1st level, your class gives you an ability boost to Dexterity\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Nhalmika.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Interacting to Reload</title>\r\n\r\nThe slinger's reload action from each gunslinger way, as well as many feats, give the ability to Interact to reload a weapon. This is enough to reload a weapon that takes 1 Interact action to reload, but only provides one of the Interact actions needed to reload a weapon with reload 2 or greater. As normal, you can provide the remaining Interact actions separately.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in a number of gunslinger abilities.\n\n [**Flourish**](/Traits.aspx?ID=73): Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.\n\n **Misfire**: Firearms that are improperly maintained or subjected to unusual strain can misfire. If you attempt to fire a firearm that was fired the previous day or earlier and hasn't been cleaned since, roll a DC 5 flat check before making your attack roll. If you fail this misfire check, the weapon misfires and jams. The attack is an automatic critical failure, and you must use an Interact action to clear the jam before the weapon can be reloaded and fired again. Once you've spent at least an hour cleaning a weapon, you don't need to roll for a misfire until the next day unless an effect says otherwise. You can clean multiple firearms during this hour, up to a reasonable limit as determined by the GM (typically no more than five).\n\n Some abilities cause a weapon to misfire as a part of their effects. If such a misfire happens as a result of an attack (due to an action that causes a misfire on a failed attack, for example), it retroactively makes the attack a critical failure.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Gunslinger</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Seek out areas of great conflict where your unique choice of weaponry can help build your reputation.</li><li>Explore new horizons, trusting your honed senses and deadly weapon to keep you safe.</li><li>Demonstrate extensive knowledge about various types of guns and ammunition, along with curiosity about the latest in gun technology.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Assume that since you know how your gun works, you must also understand how to resolve other mechanical challenges.</li><li>Underestimate you at first glance, thinking you rely on your gun because you lack any other skills.</li><li>Respect your eternal vigilance, unyielding grit, and excellent aim.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nExpert in Reflex <br />\r\nTrained in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in one or more skills determined by your gunslinger's way<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nExpert in simple firearms and crossbows<br /> Expert in martial firearms and crossbows<br /> Trained in advanced firearms and crossbows<br /> Trained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in medium armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in gunslinger class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Gunslinger. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, gunslinger's way, initial deed, gunslinger feat, singular expertise</td></tr>\r\n<tr><td>2</td><td>Gunslinger feat, skill feat</td></tr>\r\n<tr><td>3</td><td>General feat, skill increase, stubborn</td></tr>\r\n<tr><td>4</td><td>Gunslinger feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, gunslinger weapon mastery, skill increase</td></tr>\r\n<tr><td>6</td><td>Gunslinger feat, skill feat</td></tr>\r\n<tr><td>7</td><td>General feat, skill increase, vigilant senses, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Gunslinger feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Advanced deed, ancestry feat, gunslinger expertise, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, gunslinger feat, skill feat</td></tr>\r\n<tr><td>11</td><td>Evasion, general feat, skill increase</td></tr>\r\n<tr><td>12</td><td>Gunslinger feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, gunslinging legend, medium armor expertise, skill increase</td></tr>\r\n<tr><td>14</td><td>Gunslinger feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Ability boosts, general feat, greater deed, greater weapon specialization, skill increase</td></tr>\r\n<tr><td>16</td><td>Gunslinger feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, juggernaut, shootist's edge, skill increase</td></tr>\r\n<tr><td>18</td><td>Gunslinger feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, incredible senses, medium armor mastery, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, gunslinger feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to those from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Gunslinger's Way</title>\r\nAll gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats.\n\n Gunslinger ways can be found [here](Ways.aspx).\r\n\r\n<title level=\"3\" >Gunslinger Feats</title>\r\nAt 1st level and every even-numbered level, you gain a gunslinger class feat.\r\n\r\n<title level=\"3\" >Singular Expertise</title>\r\nYou have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.\n\n This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Stubborn</title>\r\nYou don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the [controlled](/Conditions.aspx?ID=6) condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Gunslinger Weapon Mastery</title>\r\nYou fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms and crossbows. Your proficiency rank for advanced firearms and crossbows, simple weapons, martial weapons, and unarmed attacks increases to expert. You gain access to the [critical specialization effects](/Rules.aspx?ID=235) for firearms and crossbows.\r\n\r\n<title level=\"3\" right=\"Level 7\">Vigilant Senses</title>\r\nThrough your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. 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.\r\n\r\n<title level=\"3\" right=\"Level 9\">Advanced Deed</title>\r\nYou've learned a powerful new technique of your chosen way. You gain the advanced deed ability of the way you chose at 1st level.\n\n Gunslinger ways can be found [here](Ways.aspx).\r\n\r\n<title level=\"3\" right=\"Level 9\">Gunslinger Expertise</title>\r\nYour special shots become harder for opponents to predict or resist. Your proficiency rank for your gunslinger class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Evasion</title>\r\nYou've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 13\">Gunslinging Legend</title>\r\nYou've learned unique techniques for wielding firearms and crossbows that give you unmatched skill in their use.  Your proficiency rank increases to legendary with simple and martial firearms and crossbows and to master with advanced firearms and crossbows. Your proficiency rank for simple weapons, martial weapons, and unarmed attacks increases to master.\r\n\r\n<title level=\"3\" right=\"Level 13\">Medium Armor Expertise</title>\r\nYou've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Deed</title>\r\nYou've mastered the pinnacle technique of your chosen way. You gain the greater deed ability of the way you chose at 1st level.\n\n Gunslinger ways can be found [here](Ways.aspx).\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 17\">Juggernaut</title>\r\nYour body has become accustomed to physical hazards and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Shootist's Edge</title>\r\nYou make shots others find impossible. Your proficiency rank for your gunslinger class DC increases to master. When using a ranged weapon in which you have master or greater proficiency, you ignore the penalty for attacking within the weapon's second and third range increments.\r\n\r\n<title level=\"3\" right=\"Level 19\">Incredible Senses</title>\r\nYou notice things that most people can't detect. Your proficiency rank for Perception increases to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Medium Armor Mastery</title>\r\nYour skill with light and medium armor improves, increasing your ability to dodge or absorb blows. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.", "name": "Gunslinger", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_proficiency": "Expert", "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 105 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile most people can fire a gun or crossbow, a gunslinger knows such weapons better than anyone. From reloading to customization, a gunslinger \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 105 <sup>2.0</sup>", "speed": {}, "summary_markdown": "While most people can fire a gun or crossbow, a gunslinger knows such weapons better than anyone. From reloading to customization, a gunslinger \u2026", "tradition_markdown": "", "trait": ["Uncommon"], "trait_markdown": "[Uncommon](/Traits.aspx?ID=159)", "type": "Class", "url": "/Classes.aspx?ID=20", "weakness": {}, "will_proficiency": "Trained"}, {"attribute": ["Intelligence", "Charisma"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Untrained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "6", "icon_image": "/Images/Class/Psychic_Icon.png", "id": "class-21", "image": ["/Images/Classes/Iconic_Thaleon.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Psychic](/Classes.aspx?ID=21)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 8\n\n_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._\r\n\r\n**Key Attribute: Intelligence or Charisma** <br />\r\nAt 1st level, your class gives you an ability boost to Intelligence or Charisma, as determined by your choice of subconscious mind.\r\n\r\n**Hit Points: 6 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Thaleon.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many psychic class features.\n\n **[Amp](/Traits.aspx?ID=425)**: Amps are special thoughtforms that modify the properties of your psi cantrips. You can apply an amp only to a psi cantrip, which is called the amped cantrip. Applying an amp to a psi cantrip costs 1 Focus Point and is part of the actions needed to Cast the Spell. The singular focus required to amp a psi cantrip means that unless otherwise noted, you can apply only one amp to a given psi cantrip, and you can't apply both an amp and a [metamagic](/Traits.aspx?ID=107) ability to a cantrip at the same time. If both an amp and the amped cantrip deal damage of the same type, combine their damage for the purpose of resistances and weaknesses. Feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps. If an amp has its own effect, its level is the same as the amped cantrip's.\n\n **Amp Heightened**: Many amps have heightened entries similar to spells. Add the amp's heightened effects when you cast the cantrip at that level or higher. These are in addition to any heightened effects of the cantrip, though some adjust the cantrip's normal heightened entry (typically in the case of damage increases).\n\n **[Mindshift](/Traits.aspx?ID=428)**: An action with this trait can always be altered to use the raw power of your mind. When you take this action, you can choose to replace any damage it deals with mental damage, give it the mental trait, and replace any save it requires with a Will save. The action loses any traits matching damage types it no longer deals.\n\n **[Psyche](/Traits.aspx?ID=429)**: Your psyche must be unleashed to use abilities that have the psyche trait, and they end automatically when your unleashed psyche subsides.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Psychic</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Show a preference for learning, meditation, dreams, or other intangible manifestations of thought over the immediacy of the physical world.</li><li>Learn new things about yourself, just when you thought you knew it all.</li><li>Think of your psychic magic as so much a part of you that you use it even when normal methods suffice, perhaps preferring to communicate via mental messages or levitating an object to a companion at the opposite end of a table.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Are awed by your mental abilities, especially when your psyche is unleashed.</li><li>Have difficulty understanding that the magic you perform with your mind comes from the same source as more conventional spellcasting.</li><li>Wonder if you might be a monster in disguise, possessed by spirits, chosen by the gods, or have some other unusual reason for your strange powers.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Occultism](/Skills.aspx?ID=11)<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor<br /> Trained in unarmored defense\n\n<title level=\"3\">Spells</title>\r\nTrained in [occult](/Traits.aspx?ID=120) spell attack rolls<br /> Trained in occult spell DCs\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Psychic. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, psychic spellcasting, spell repertoire, psi cantrips and psi amps, Unleash Psyche, subconscious mind, conscious mind</td></tr>\r\n<tr><td>2</td><td>Psychic feat, skill feat</td></tr>\r\n<tr><td>3</td><td>2nd-level spells, general feat, signature spells, skill increase</td></tr>\r\n<tr><td>4</td><td>Psychic feat, skill feat</td></tr>\r\n<tr><td>5</td><td>3rd-level spells, ability boosts, ancestry feat, clarity of focus, precognitive reflexes, skill increase</td></tr>\r\n<tr><td>6</td><td>Psychic feat, skill feat</td></tr>\r\n<tr><td>7</td><td>4th-level spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Psychic feat, skill feat</td></tr>\r\n<tr><td>9</td><td>5th-level spells, ancestry feat, great fortitude, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, psychic feat, skill feat</td></tr>\r\n<tr><td>11</td><td>6th-level spells, extrasensory perception, general feat, skill increase, walls of will, weapon expertise</td></tr>\r\n<tr><td>12</td><td>Psychic feat, skill feat</td></tr>\r\n<tr><td>13</td><td>7th-level spells, ancestry feat, personal barrier, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Psychic feat, skill feat</td></tr>\r\n<tr><td>15</td><td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Psychic feat, skill feat</td></tr>\r\n<tr><td>17</td><td>9th-level spells, ancestry feat, fortress of will, skill increase</td></tr>\r\n<tr><td>18</td><td>Psychic feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, infinite mind, legendary spellcaster, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, psychic feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>3*</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>3*</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>3*</td><td>2</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>3*</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>3*</td><td>2</td><td>2</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>1</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>1</td><td>\u2014</td></tr><tr><td>18</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>\u2014</td></tr><tr><td>19</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>1\u2020</td></tr><tr><td>20</td><td>3*</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>1\u2020</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * Your conscious mind gives you three additional cantrips with amps. One cantrip is unique to your conscious mind.<br />\u2020 The infinite mind class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Psychic Spellcasting</title>\r\nYou access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You can cast [occult](/SpellLists.aspx?Tradition=3) spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your psychic spellcasting. Instead of speaking, you substitute any verbal components with a special mental component determined by your subconscious mind class feature. This represents how you exert your mind toward your intended effect. Any of these components impart the [concentrate](/Traits.aspx?ID=32) trait to the spell you're casting. You also substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster.\n\n Each day, you can cast one 1st-level spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.\n\n As you increase in level as a psychic, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 2: Psychic Spells per Day.\n\n Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is determined by your subconscious mind, your spell attack rolls and spell DCs use the modifier for the ability stated in your subconscious mind. \n\n<title level=\"2\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast to heighten it to that level. Many spells have specific improvements when heightened to certain levels. The signature spells class feature lets you heighten certain spells freely. \n\n<title level=\"2\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up\u2014 this is usually equal to the highest level of psychic spell slot you have. For example, as a 1st-level psychic, your cantrips are 1st-level spells, and as a 5th-level psychic, your cantrips are 3rd-level spells.\n\n As a psychic, you get the ability to improve some of your cantrips with special benefits and psi amps. Over the course of your career, your choice of conscious mind class feature gives you extra cantrips, benefits and psi amps for cantrips, and a collection of unique psi cantrips.\r\n\r\n<title level=\"3\" >Spell Repertoire</title>\r\nThe collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-level occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the [occult](/SpellLists.aspx?Tradition=3) list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-level spell and two cantrips listed in your conscious mind, which you cast as psi cantrips (see below).\n\n You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.\n\n Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn't give you another spell slot, and vice versa. \n\n<title level=\"2\" right=\"\">Swapping Spells in Your Repertoire</title> As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.\r\n\r\n<title level=\"3\" >Psi Cantrips and Amps</title>\r\nThe magic of your mind manifests as psi cantrips, which you can modify by spending [Focus Points](/Rules.aspx?ID=276). Like other cantrips, you can cast psi cantrips as often as you like, and they are automatically heightened to half your level rounded up. Your psi cantrips are in addition to the cantrips you choose from the occult list as part of your psychic spellcasting. Generally, only feats can give you more psi cantrips. Unlike other cantrips, you can't swap out psi cantrips gained from psychic feats at a later level, unless you swap out the specific feat via retraining.\n\n At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. You automatically gain more psi cantrips as you progress in your career as a psychic.\n\n You start with a focus pool of 2 Focus Points. However, unlike other spellcasters, you don't gain focus spells that cost Focus Points to cast. Instead, you use your Focus Points to boost or modify your psi cantrips by applying amps\u2014specialized thoughtforms that alter the expression of your psychic power. Each of your psi cantrips has a special amp heading. Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect. You can also gain additional amps through feats, allowing you to substitute a psi cantrip's normal amp effect for another one. You choose which amp to use, if you choose to use any, each time you cast a psi cantrip. Unless otherwise noted, you can apply only one amp to a given psi cantrip.\n\n You refill your focus pool during your daily preparations, and you can regain Focus Points by spending 10 minutes using the [Refocus](/Actions.aspx?ID=71) activity to explore your mind, whether via meditation, practicing a craft or activity that gives you the mental space to self-reflect, or talking through your thoughts and feelings with yourself or another. If you've spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you Refocus, up to your maximum of 2. If you've spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point.\r\n\r\n<title level=\"3\" >Unleash Psyche</title>\r\nWhen one thins the barrier between their inner mind and the outer world, one can unleash true psychic power. However, the mind wasn't meant to tap its full strength for long, leading to backlash once your unleashed psyche ends.\n\n<document level=\"2\" id=\"action-1222\" />\r\n\r\n<title level=\"3\" >Subconscious Mind</title>\r\nA psychic's power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power comes to you naturally, or it may be a framework you use to safely access the infinite potential of your mind. Either way, your subconscious mind fundamentally shapes how you access and wield psychic magic. Choose a subconscious mind from the options to which you have access. This choice will determine your key ability, special spellcasting components you use, and an action you can take while you have Unleashed your Psyche. Subconscious mind options can be found [here](SubconsciousMinds.aspx).\r\n\r\n<title level=\"3\" >Conscious Mind</title>\r\nWhatever the subconscious source of a psychic's power, all find that a specific external manifestation of their magic comes most easily to them. This conscious outward expression adds several additional spells to your spell repertoire and grants you three psi cantrips. Two of these cantrips are common spells, though you gain an extra benefit with them that other spellcasters don't get, and the last is unique to your conscious mind. You also get two more unique psi cantrips at higher levels. Choose a conscious mind from the options to which you have access.\n\nConscious mind options can be found [here](ConsciousMinds.aspx)\r\n\r\n<title level=\"3\" right=\"Level 2\">Psychic Feats</title>\r\nAt 2nd level and every even-numbered level, you gain a [psychic class feat](/Feats.aspx?Traits=430).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [skill feat](/Feats.aspx?Traits=144). You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general feat](/Feats.aspx?Traits=78).\r\n\r\n<title level=\"3\" right=\"Level 3\">Signature Spells</title>\r\nYou've learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level 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 level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Clarity of Focus</title>\r\nYour deepening connection to your mind grants you more power to fuel your psi amps. Increase the number of Focus Points in your focus pool by 1. This ability doesn't change the number of Focus Points you regain when you Refocus. As normal, this ability can't increase the size of your focus pool above 3 points.\r\n\r\n<title level=\"3\" right=\"Level 5\">Precognitive Reflexes</title>\r\nMinor precognition ensures you can react to threats slightly before they occur. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nSelf-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Great Fortitude</title>\r\nYour mind holds your body to a subconscious mental image of yourself. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Extrasensory Perception</title>\r\nMinor applications of clairvoyance let you know when danger is near. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Walls of Will</title>\r\nYour practiced mind resists external influence. Your proficiency rank for Will saves increases to master. When you succeed at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Weapon Expertise</title>\r\nTraining and magic have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Personal Barrier</title>\r\nSubtle telekinetic fields dampen and deflect incoming blows. Your proficiency rank in unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nAs 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.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou've gained access to the deepest corners of your own mind. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Fortress of Will</title>\r\nYour trained mind is as a fortress that none can breach. Your proficiency rank for Will saves increases to legendary. When you critically fail a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 19\">Infinite Mind</title>\r\nAnything you can imagine is now within the realm of possibility. Add two common 10th-level occult spells to your repertoire; you gain a single 10th-level spell slot you can use to cast one of those two spells using psychic spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the Mind over Matter psychic feat to gain a second slot.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nAs your training reaches its peak, you understand not just your own mind, but the collective unconscious from which all psychic power stems. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.", "name": "Psychic", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2022-07-27", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 8\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGuided by the personal combination of their subconscious and conscious mind, a psychic calls forth occult magic with but a thought. The psychic \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Occultism", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Dark Archive"], "source_category": ["Rulebooks"], "source_markdown": "[Dark Archive](/Sources.aspx?ID=129) pg. 8", "speed": {}, "summary_markdown": "Guided by the personal combination of their subconscious and conscious mind, a psychic calls forth occult magic with but a thought. The psychic \u2026", "tradition": ["Occult"], "tradition_markdown": "[Occult](/SpellLists.aspx?Tradition=3)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=21", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Charisma"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "8", "icon_image": "/Images/Class/Thaumaturge_Icon.png", "id": "class-22", "image": ["/Images/Classes/Iconic_Mios.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Thaumaturge](/Classes.aspx?ID=22)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 30\n\n_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\u2014a broken holy relic here, a sprig of mistletoe there\u2014that 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._\r\n\r\n**Key Attribute: Charisma** <br />\r\nAt 1st level, your class gives you an ability boost to Charisma.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Mios.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Cards and Astrology</title>\r\n\r\nThe thaumaturge class draws inspiration from symbolism pertaining to both real-world and fantasy beliefs about divination via cards or reading the stars. The class references the following Golarion- specific divination deck and zodiacs.\n\n The **Harrow** is a divination deck similar to tarot on Earth, but with six suits of nine cards each. The suits each have a symbological correspondence with one of the six ability scores. For example, the suit of hammers has a connotation of strength, and the suit of books is related to learning and intelligence.\n\n The **Cosmic Caravan** is an astrological zodiac especially common among Varisians but used throughout various regions in the Inner Sea, imagining the 13 different signs as members of a traveling caravan as well as locations and people encountered on the journey.\n\n The **Dragon Empires Zodiac** is popular across the continent of Tian Xia, particularly with the oracles of Po Li, who use it to help craft laws. It contains 12 signs, comprising the five types of [imperial dragon](/MonsterFamilies.aspx?ID=226) as well as other creatures and archetypes of import in Tian Xia.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many thaumaturge class features.\n\n **[Esoterica](/Traits.aspx?ID=427)**: The esoterica trait is present in many thaumaturge feats and class features that incorporate the various talismans, supernatural trinkets, and other objects you carry with you. Abilities that have the esoterica trait require you to be in possession of your esoterica to use them. Normally, you're assumed to always have your esoterica with you, but in some rare circumstances, you might either not have them on hand or have your gear stripped from you.\n\n **Temporary Items**: Several feats allow you to prepare temporary items. Much like the [infused](/Traits.aspx?ID=94) items created by [alchemists](/Classes.aspx?ID=1), these temporary items last only a short time before becoming useless. Temporary items are clearly not up to the same quality as other items, so they typically can't be sold. If an ability doesn't list how long a temporary item lasts, the item lasts until the next time you make your daily preparations. Any effect created by a temporary item also ends at that time if it hasn't already (unless it's a permanent effect).\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Thaumaturge</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Prepare for the worst while improvising as necessary, impressing your allies when you're able to handle anything that fate throws at you.</li><li>Assume everything is connected on a deeper level, rather than be content with what you find on the surface.</li><li>Obsess over a certain supernatural phenomenon, attempting to tie everything back to it.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Look to you to learn the weaknesses of a supernatural threat when one rears its head. Even when your explanations are invented on the fly, they just seem to work.</li><li>Rely on you to come up with a solution when the situation seems hopeless.</li><li>Mistake you for a common [wizard](/Classes.aspx?ID=12) or magician.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Arcana](/Skills.aspx?ID=2), [Nature](/Skills.aspx?ID=10), [Occultism](/Skills.aspx?ID=11), and [Religion](/Skills.aspx?ID=13)<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in medium armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in thaumaturge class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Thaumaturge. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, esoteric lore, first implement and esoterica, implement's empowerment, thaumaturge feat</td></tr>\r\n<tr><td>2</td><td>Skill feat, thaumaturge feat</td></tr>\r\n<tr><td>3</td><td>General feat, lightning reflexes, skill increase</td></tr>\r\n<tr><td>4</td><td>Skill feat, thaumaturge feat</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, second implement, skill increase, thaumaturge weapon expertise</td></tr>\r\n<tr><td>6</td><td>Skill feat, thaumaturge feat</td></tr>\r\n<tr><td>7</td><td>General feat, implement adept, resolve, skill increase, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Skill feat, thaumaturge feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, intensify vulnerability, skill increase, thaumaturgic expertise, vigilant senses</td></tr>\r\n<tr><td>10</td><td>Ability boosts, skill feat, thaumaturge feat</td></tr>\r\n<tr><td>11</td><td>General feat, medium armor expertise, second adept, skill increase</td></tr>\r\n<tr><td>12</td><td>Skill feat, thaumaturge feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, greater resolve, skill increase, weapon mastery</td></tr>\r\n<tr><td>14</td><td>Skill feat, thaumaturge feat</td></tr>\r\n<tr><td>15</td><td>Ability boosts, general feat, greater weapon specialization, juggernaut, skill increase, third implement</td></tr>\r\n<tr><td>16</td><td>Skill feat, thaumaturge feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, implement paragon, skill increase, thaumaturgic mastery</td></tr>\r\n<tr><td>18</td><td>Skill feat, thaumaturge feat</td></tr>\r\n<tr><td>19</td><td>General feat, medium armor mastery, skill increase, unlimited esoterica</td></tr>\r\n<tr><td>20</td><td>Ability boosts, skill feat, thaumaturge feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Esoteric Lore</title>\r\nYour experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in [Esoteric Lore](/Skills.aspx?ID=8), a special lore skill that can be used to [Recall Knowledge](/Actions.aspx?ID=26) regarding [haunts](/Traits.aspx?ID=88), [curses](/Traits.aspx?ID=38), and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the [Dubious Knowledge](/Feats.aspx?ID=776) skill feat.\n\n At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore.\r\n\r\n<title level=\"3\" >First Implement and Esoterica</title>\r\nYour implement is a special object of symbolic importance: your badge as you treat with the supernatural and a powerful tool if things turn violent. Choose an implement from the options to which you have access. You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item. As you advance as a thaumaturge, you will collect up to three implements and unlock the hidden potential stored within each, so you can mix and match their benefits to suit your situation.\n\n While your implements are your primary tools in your dealings with the supernatural, you know the value of always being prepared. You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include [cold iron](/Equipment.aspx?ID=272) nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement.\n\nImplements can be found [here](Implements.aspx). \n\n<title level=\"2\" right=\"\">Exploit Vulnerability</title> You know that every creature, no matter how obscure, has a weakness. By identifying and empowering the right object, you can strike down even the most resilient of monsters.\n\n You gain the Exploit Vulnerability action.\n\n<document level=\"2\" id=\"action-1227\" /> You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.\n\n **Mortal Weakness** After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of [werewolves](/Monsters.aspx?ID=411) you might use [silver](/Equipment.aspx?ID=277) shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.\n\n **Personal Antithesis** You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.\r\n\r\n<title level=\"3\" >Implement's Empowerment</title>\r\nThe power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.\r\n\r\n<title level=\"3\" >Thaumaturge Feats</title>\r\nAt 1st level and every even-numbered level, you gain a [thaumaturge class feat](/Feats.aspx?Traits=432).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [skill feat](/Feats.aspx?Traits=144). You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general feat](/Feats.aspx?Traits=78) .\r\n\r\n<title level=\"3\" right=\"Level 3\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Second Implement</title>\r\nYou've added another implement of power to your toolkit. You choose a second implement, which must be a different type of implement than your first. You gain the initiate benefit of your new implement.\n\n While you're holding an implement in one hand, you can quickly switch it with another implement you're wearing to use an action from the implement you're switching to. To do so, you can Interact as a free action immediately before executing the implement's action. This allows you to meet requirements of having an implement in hand to use its action. For example, if you had your lantern implement in one hand, a weapon in the other, and a chalice implement you were wearing, you could swap your lantern for your chalice to use its reaction.\r\n\r\n<title level=\"3\" right=\"Level 5\">Thaumaturge Weapon Expertise</title>\r\nYou've learned the secret ways your weapons work most effectively. Your proficiency ranks for [unarmed](/Traits.aspx?ID=199) attacks, simple weapons, and martial weapons increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Implement Adept</title>\r\nYou have deepened your connection to one of your implements, unlocking its adept power. Choose one of your implements and gain the adept benefit for that implement.\r\n\r\n<title level=\"3\" right=\"Level 7\">Resolve</title>\r\nYou've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. 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.\r\n\r\n<title level=\"3\" right=\"Level 9\">Intensify Vulnerability</title>\r\nYou've learned to use your implement to further assault a creature whose vulnerabilities you're exploiting. You gain the intensify vulnerability benefit of all of your implements, as well as the following action.\n\n<document level=\"2\" id=\"action-1228\" />\r\n\r\n<title level=\"3\" right=\"Level 9\">Thaumaturgic Expertise</title>\r\nYou've learned deeper secrets of the supernatural, and your abilities are harder to resist. Your proficiency rank for your thaumaturge class DC increases to expert. \n\nYou also gain an additional skill increase, which you can apply only to [Arcana](/Skills.aspx?ID=2), [Nature](/Skills.aspx?ID=10), [Occultism](/Skills.aspx?ID=11), or [Religion](/Skills.aspx?ID=13).\r\n\r\n<title level=\"3\" right=\"Level 9\">Vigilant Senses</title>\r\nThrough your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 11\">Medium Armor Expertise</title>\r\nYou've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Second Adept</title>\r\nYou've improved your link to your second implement. You gain the adept benefit of your second implement.\r\n\r\n<title level=\"3\" right=\"Level 13\">Greater Resolve</title>\r\nYour unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a critical failure on a Will save, you get a failure instead. When you roll a failure on a Will save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Mastery</title>\r\nYou fully understand your weapons. Your proficiency ranks for [unarmed](/Traits.aspx?ID=199) attacks, simple weapons, and martial weapons increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Juggernaut</title>\r\nYour body is accustomed to physical hardship and resistant to a wide range of ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 15\">Third Implement</title>\r\nAs you come closer to the culmination of your journey, you gain your final implement, completing your set of three. It must be a different type of implement than your first and second implements. You gain the initiate benefit and intensify vulnerability benefit of your new implement.\r\n\r\n<title level=\"3\" right=\"Level 17\">Implement Paragon</title>\r\nYou have unlocked the last secrets of an implement. Choose one of your implements that already gained the adept benefit; you gain the paragon benefit for that implement.\r\n\r\n<title level=\"3\" right=\"Level 17\">Thaumaturgic Mastery</title>\r\nYou've become a master in paranormal phenomena, and your esoterica grow in power. Your proficiency rank for your thaumaturge class DC increases to master. \n\nYou also gain an additional skill increase, which you can apply only to [Arcana](/Skills.aspx?ID=2), [Nature](/Skills.aspx?ID=10), [Occultism](/Skills.aspx?ID=11), or [Religion](/Skills.aspx?ID=13).\r\n\r\n<title level=\"3\" right=\"Level 19\">Medium Armor Mastery</title>\r\nYour skill with light and medium armor improves, increasing your ability to avoid blows. Your proficiency ranks for light and medium armor, as well as for unarmed defense, increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Unlimited Esoterica</title>\r\nYour understanding of your esoterica becomes so complete that you can access your mystic tools without even thinking. You can use Exploit Vulnerability or Intensify Vulnerability as a free action, rather than a single action, though still with a frequency of only once per round.", "name": "Thaumaturge", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2022-07-27", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 30\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe thaumaturge has seen every monster and knows every secret. Supplementing their skill at arms and ability to strike a monster's weakness with \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Arcana ,  Nature ,  Occultism , and  Religion", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Dark Archive"], "source_category": ["Rulebooks"], "source_markdown": "[Dark Archive](/Sources.aspx?ID=129) pg. 30", "speed": {}, "summary_markdown": "The thaumaturge has seen every monster and knows every secret. Supplementing their skill at arms and ability to strike a monster's weakness with \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=22", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Constitution"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "8", "icon_image": "/Images/Class/Kineticist_Icon.png", "id": "class-23", "image": ["/Images/Classes/Iconic_Yoon.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Kineticist](/Classes.aspx?ID=23)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 13 <sup>2.0</sup>\n\n_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._\r\n\r\n**Key Attribute: Constitution** <br />\r\nAt 1st level, your class gives you an attribute boost to Constitution.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Yoon.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nThe following new key traits appear in many kineticist class features and feats.\n\n **[Composite](/Traits.aspx?ID=501)**: A composite impulse combines multiple elements. You can gain an [impulse](/Traits.aspx?ID=502) with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits. \n\n**[Impulse](/Traits.aspx?ID=502)**: The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the [concentrate](/Traits.aspx?ID=32) trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait.\n\n **[Infusion](/Traits.aspx?ID=503)**: Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself.\n\n [**Overflow**](/Traits.aspx?ID=506): Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with [Channel Elements](/Actions.aspx?ID=2124)). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate.\n\n **[Stance](/Traits.aspx?ID=152)**: A stance is a general combat strategy that you enter by using an action with the stance trait and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Kinetic Specialists</title>\r\n\r\nKineticists who specialize in a single element are often referred to by a special title. \n<ul><li>**Air**: Aerokineticist</li><li>**Earth**: Geokineticist</li><li>**Fire**: Pyrokineticist</li><li>**Metal**: Metallokineticist</li><li>**Water**: Hydrokineticist</li><li>**Wood**: Phytokineticist</li></ul>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Special Rules</title>\r\n\r\nSome rules don't come up that often but can be vital to understand when they do.\n\n **Made of an Element**: Some kineticist abilities work on creatures made of an element. A creature made of rock, sand, or dirt is made of earth, but a creature wearing metal armor wouldn't be considered a metal creature. If it's unclear whether a creature is made of an element, the GM decides.\n\n **Overlapping Kinetic Auras**: A creature that's in multiple kinetic auras at the same time is subject to the special effects of all of them. As normal for duplicate effects, a creature can't be affected by multiple copies of the same effect. For instance, if an enemy were in two fire kineticists' auras, and both kineticists had the fire kinetic aura gate junction, the creature would gain only the higher weakness from the two auras.\n\n **Precious Materials**: Elements you create (using Base Kinesis to generate an element, for example) must typically be ordinary materials of negligible value. You can't create precious or valuable materials like [silver](/Equipment.aspx?ID=277), gemstones, or [duskwood](/Equipment.aspx?ID=273) unless otherwise noted.\r\n\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Kineticist</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nElemental 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nThe 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.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYour 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have a conflicted relationship with the kinetic gate that fuels your kineticist magic, possibly because it manifested at a traumatic point in your past.</li><li>Struggle with controlling and understanding your elemental powers.</li><li>Form a kinship with elemental creatures or feel at home in areas strong with your element.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Find your ability to keep calling on more and more elemental power truly astonishing.</li><li>Defer to you in all matters related to your element, from the smallest tasks to the politics of the elemental planes.</li><li>Worry you'll consume yourself with elemental magic or lose control of its primal forces.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 1st level, you gain the listed proficiency ranks in the following statistics. You're untrained in anything not listed unless you gain a better proficiency rank in some other way.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nExpert in Reflex <br />\r\nTrained in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Nature](/Skills.aspx?ID=10)<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in kineticist class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Kineticist. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, kinetic gate, kinetic aura, impulses (Elemental Blast, Base Kinesis), kineticist feat</td></tr>\r\n<tr><td>2</td><td>Kineticist feat, skill feat</td></tr>\r\n<tr><td>3</td><td>Extract Element, general feat, skill increase, Will expertise</td></tr>\r\n<tr><td>4</td><td>Kineticist feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ancestry feat, attribute boosts, gate's threshold, skill increase</td></tr>\r\n<tr><td>6</td><td>Kineticist feat, skill feat</td></tr>\r\n<tr><td>7</td><td>General feat, kinetic durability, kinetic expertise, skill increase</td></tr>\r\n<tr><td>8</td><td>Kineticist feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, gate's threshold, perception expertise, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, kineticist feat, skill feat</td></tr>\r\n<tr><td>11</td><td>General feat, kinetic quickness, reflow elements, skill increase, weapon expertise</td></tr>\r\n<tr><td>12</td><td>Kineticist feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, gate's threshold, light armor expertise, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Kineticist feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Attribute boosts, general feat, greater kinetic durability, kinetic mastery, skill increase</td></tr>\r\n<tr><td>16</td><td>Kineticist feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, double reflow, gate's threshold, skill increase</td></tr>\r\n<tr><td>18</td><td>Kineticist feat, skill feat</td></tr>\r\n<tr><td>19</td><td>Final gate, general feat, kinetic legend, light armor mastery, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, kineticist feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry And Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.\r\n\r\n<title level=\"3\" >Kinetic Gate</title>\r\nAs a kineticist, you've awakened or opened a kinetic gate, a supernatural conduit within your body that can channel elemental forces straight from the elemental planes. You can choose either a single gate (one element) or dual gate (two elements) at 1st level.\n\n When selecting an element for your kinetic gate, you can pick from six elements\u2014air, earth, fire, metal, water, and wood. Elements you can channel are referred to as your kinetic elements. Your kinetic elements function even in environments where they normally wouldn't. For example, you could use fire actions underwater even though that's normally not possible, and you could create air in a vacuum.\n\n Your kinetic gate gives you impulse feats, magical actions that let you shape and control your elements in awesome ways. You can select more impulse feats using your kineticist class feats, as described under Impulses. At higher levels, the gate's threshold class feature gives you more impulse feats and lets you choose whether to improve with one element or access new kinetic elements. \n\n<title level=\"3\" right=\"\">Single Gate</title> Your kinetic gate links to a single elemental plane, starting you with a single element but giving you greater power with it. Choose one element to be your kinetic element, and select two 1st-level impulse feats that have that element's trait.\n\n In addition, you gain an impulse junction, a benefit that occurs when you use an impulse of the chosen element that takes 2 actions or more. This happens before the other effects of the impulse, unless noted otherwise. You can gain only one impulse junction per round; they are described in full below. \n<ul><li>**Air** Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.</li><li>**Earth** Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn.</li><li>**Fire** Increase the damage die size of fire damage dealt by the impulse by one step.</li><li>**Metal** Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or non-reach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).</li><li>**Water** After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.</li><li>**Wood** You gain temporary Hit Points equal to your level that last until the start of your next turn.</li></ul> \n\n<title level=\"3\" right=\"\">Dual Gate</title> Your kinetic gate is a harmonious conduit between two planes, allowing you to combine their elements to give you a versatile set of abilities. Select two elements to be your kinetic elements. Then, select two 1st-level impulse feats, one with the trait of the first element and one with the trait of the other.\r\n\r\n<title level=\"3\" >Kinetic Aura</title>\r\nThrough your kinetic gate, elements flow from an elemental plane to orbit your person. The form and appearance of this kinetic aura are unique to you. Examples include a chaotic wind orbiting the body, fragments of floating gravel, colorful wicks of flame, stars of raw metal always changing shape, floating snowflakes, or splinters dancing in the air. If you can channel more than one element, pieces of all your kinetic elements appear in the aura.\n\n You have the Channel Elements action, which lets you activate your kinetic aura.\n\n<document level=\"2\" id=\"action-2124\" />\r\n\r\n<title level=\"3\" >Impulses</title>\r\nAn impulse is a special type of magical action available to kineticists, allowing them to wield or shape their element into diverse and powerful forms. To wield an element, you must have your kinetic aura active and have a free hand, as described in the [impulse](/Traits.aspx?ID=502) trait. You automatically gain the Elemental Blast and Base Kinesis impulses, and your kinetic gate selection gives you additional impulse feats. You can select more impulse feats with kineticist class feats, and at higher levels, you'll automatically get more with the gate's threshold class feature. You can select an impulse feat only if it matches one of your kinetic elements.\n\n Impulses are magical, and though they aren't spells, some things that affect spells also affect impulses. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature's bonus to saves against spells) also apply to impulses. \n\n<title level=\"3\" right=\"\">Impulse Levels</title> Any impulse you use is the same level you are. For instance, if you're 5th level, your Elemental Blast would be 5th level (and its [counteract](/Rules.aspx?ID=371) rank would be 3rd rank), even though you gained the action at 1st level.\n\n Similar to spells, many impulses get more powerful as you increase in level. In these cases, the impulse ends with one or more \u201cLevel\u201d entries. This either lists the levels at which the impulse gets an upgrade or has an entry with a plus sign that describes a benefit that increases on a regular basis. For instance, a 1st-level impulse with a \u201cLevel (+4)\u201d entry would get stronger at 5th, 9th, 13th, and 17th levels. \n\n<title level=\"3\" right=\"\">Impulse Attacks And DCs</title> An impulse that requires a saving throw uses your kineticist class DC. Some of your impulses require you to attempt an **impulse attack roll** to see how effective they are. Your impulse attack roll uses the same proficiency and attribute modifier as your kineticist class DC. Like a spell attack modifier, your impulse attack modifier uses the following formula: d20 roll + attribute modifier + proficiency bonus + other bonuses + penalties. This means your impulse attack roll is typically 10 lower than your class DC. The drained condition can reduce your impulse attack rolls and class DCs. You can acquire a [gate attenuator](/Equipment.aspx?ID=2654) to gain a bonus to your impulse attack modifier. \n\n<title level=\"3\" right=\"\">Elemental Blast</title> The Elemental Blast impulse is a simple expression of your power, allowing you to attack with the pure matter of your kinetic element. Though each element has its own strengths and weaknesses, the basic principles to using them are the same. You can customize the appearance of your Elemental Blast and can even choose a different form each time you use the impulse.\n\n<document level=\"2\" id=\"action-2125\" /> \n\n<title level=\"3\" right=\"\">Base Kinesis</title> The Base Kinesis impulse lets you perform simple alterations to an element.\n\n<document level=\"2\" id=\"action-2126\" />\r\n\r\n<title level=\"3\" >Kineticist Feats</title>\r\nAt 1st level and every even-numbered level, you gain a [kineticist class feat](/Feats.aspx?Traits=504).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [skill feat](/Feats.aspx?Traits=144). You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Extract Element</title>\r\nCreatures with a strong tie to your element might be troublesome for you to deal with, at least until you've learned to turn their elemental nature to your advantage. You gain the Extract Element action.\n\n<document level=\"2\" id=\"action-2127\" />\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general feat](/Feats.aspx?Traits=78).\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Will Expertise</title>\r\nYour mental defenses grow stronger. Your proficiency rank for Will saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Gate's Threshold</title>\r\nYou reach a new milestone in your odyssey to become in tune with your kinetic gate and must decide how to expand the gate's power. At 5th level and every 4 levels thereafter, you choose to either expand the portal or fork the path. \n<ul><li>**Expand the Portal**: Your gate attunes more precisely to one of your elements. Gain an impulse feat of your level or lower for one of your kinetic elements; if you have more than one element, you can choose a [composite](/Traits.aspx?ID=501) impulse. You also gain a gate junction for one of your kinetic elements. If you have no valid options for the feat\u2014typically because you have one kinetic element and devoted your class feats to gaining that element's impulses\u2014you can instead select any kineticist class feat of your level or lower for which you meet the prerequisites.</li><li>**Fork the Path**: Your gate reaches to another elemental plane. Add a new element of your choice to your kinetic elements. Gain an impulse feat of your level or lower with the trait of that element. You can't select a composite impulse feat with this feat selection.</li></ul> \n\n<title level=\"3\" right=\"\">Gate Junctions</title> 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. \n<ul><li>A **critical blast** junction happens when you get a critical success with an Elemental Blast of the kinetic element.</li><li>An **elemental resistance** grants you resistance to damage while your kinetic aura is active. This resistance is equal to your level, and it applies to damage of any listed type or that comes from a creature or effect that has any of the listed traits. At 17th level, you gain immunity to effects with any of the listed traits. This doesn't make you immune to creatures with such a trait. You can voluntarily forgo this resistance, immunity, or both if you want an effect to work on you.</li><li>You can choose an **impulse junction** instead of one of the listed junctions. Impulse junctions are listed under Single Gate class feature above.</li><li>An **aura junction** adds an effect to your kinetic aura when you Channel Elements.</li><li>A **skill junction** makes you trained in the listed skill and grants you the listed skill feat. If you were already trained in the listed skill, you instead become trained in a skill of your choice. While your kinetic aura is active, you gain a +1 status bonus to the listed skill; the bonus increases to +2 at 10th level and +3 at 17th level.</li></ul> 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\u2014 such as kinetic aura junctions for different elements\u2014you can apply any number of them. (Though note that you can use only one impulse junction per round.)\n\nSee [here](Elements.aspx) for all gate junctions by element\r\n\r\n<title level=\"3\" right=\"Level 7\">Kinetic Durability</title>\r\nThe sustenance of your inner gate counters harm that would come to your body. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Kinetic Expertise</title>\r\nYour kinetic gate grows stronger, making your elements harder to resist. The power flowing from you is even harder to resist. Your proficiency rank for your kineticist class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Perception Expertise</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Kinetic Quickness</title>\r\nYour body flows with the elegance of a flame, a wave, a breeze. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Reflow Elements</title>\r\nYou twist one of the impulses you've learned into a different but still similar magic. When you make your daily preparations, you can replace one of your [impulse](/Traits.aspx?ID=502) feats with a different impulse feat that has the same elemental trait. You can reflow only impulse feats that have exactly one elemental trait, not composite impulse feats or feats that vary by element. This follows the same rules as retraining; you can replace impulse feats gained through your class feats or through class features that grant you impulse feats.\r\n\r\n<title level=\"3\" right=\"Level 11\">Weapon Expertise</title>\r\nYou've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Kinetic Durability</title>\r\nYour gate protects you even more. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you fail a Fortitude save against an effect that deals damage, you halve the damage you take.\r\n\r\n<title level=\"3\" right=\"Level 15\">Kinetic Mastery</title>\r\nThe power flowing from you grows even difficult to resist. Your proficiency rank for your kineticist class DC increases to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Double Reflow</title>\r\nYour kinetic gate becomes even more adaptable. When you use reflow elements, you can replace two impulse feats instead of one.\r\n\r\n<title level=\"3\" right=\"Level 19\">Final Gate</title>\r\nYour kinetic gate reaches a perfect form, its power constantly fighting to be released. If your kinetic aura is inactive, you automatically use the first action of your turn to [Channel Elements](/Actions.aspx?ID=2124) as a free action. You can deliberately suppress the effect. If you're unable to act, final gate still functions, but you don't get to use the [Elemental Blast](/Actions.aspx?ID=2125) or stance impulse you normally do from using Channel Elements.\r\n\r\n<title level=\"3\" right=\"Level 19\">Kinetic Legend</title>\r\nYour elements become almost impossible to resist. Your proficiency rank for your kineticist class DC increases to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Light Armor Mastery</title>\r\nYour skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.", "name": "Kineticist", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2023-08-02", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 13 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nElemental matter blasts from a magical gate within every kineticist. Shaping these elements into magical impulses, a kineticist can fight nonstop \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Nature", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Rage of Elements"], "source_category": ["Rulebooks"], "source_markdown": "[Rage of Elements](/Sources.aspx?ID=205) pg. 13 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Elemental matter blasts from a magical gate within every kineticist. Shaping these elements into magical impulses, a kineticist can fight nonstop \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=23", "weakness": {}, "will_proficiency": "Trained"}, {"attribute": ["Charisma"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Bard_Icon.png", "id": "class-32", "image": ["/Images/Classes/Iconic_Lem.png"], "legacy_id": ["class-3"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Bard](/Classes.aspx?ID=32)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 94 <sup>2.0</sup>\n\n_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\u2019erdo- well and a jack-of-all-trades, it\u2019s dangerous to dismiss you as a master of none._\r\n\r\n**Key Attribute: Charisma** <br />\r\nAt 1st level, your class gives you an attribute boost to Charisma.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Lem.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many bard class features.\n\n**[Composition](/Traits.aspx?ID=559):** To cast a composition cantrip or focus spell, you use a type of [Performance](/Skills.aspx?ID=45). If the spell requires an auditory performance, you might recite a poem, sing a song, or perform a dramatic monologue. If the spell requires a visual performance, you might dance or pantomime. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.\n\n**[Spellshape](/Traits.aspx?ID=513):** Actions with the spellshape trait tweak the properties of your spells. These actions usually come from spellshape feats. You must use a spellshape action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Bard</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou use magical performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful spells as needed.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou persuade, prevaricate, and threaten with ease.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou\u2019re a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group\u2019s adventure. Your spells and performances inspire your allies to greater discovery and success.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have a passion for your art so strong that you forge a spiritual connection with it. </li><li>Take point when tact and nonviolent solutions are required. </li><li>Follow your muse, whether it\u2019s a mysterious fey creature, a philosophical concept, a psychic force, or a deity of art or music, and with its aid learn secret lore that few others have.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Relish the opportunity to invite you to social events, either as a performer or a guest, but consider you to be something of a curiosity in their social circles. </li><li>Underestimate you compared to other spellcasters, believing you are little more than a foppish minstrel and overlooking the subtle power of your magic. </li><li>Respond favorably to your social charm and abilities, but remain suspicious of your beguiling magic.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Occultism](/Skills.aspx?ID=11)<br /> Trained in [Performance](/Skills.aspx?ID=12)<br /> Trained in a number of additional skills equal to 4 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in bard class DC\r\n\r\n<title level=\"3\">Spells</title>\r\nTrained in spell attack modifier<br /> Trained in spell DC\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Bard. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, bard spellcasting, initial proficiencies, spell repertoire, composition spells, muse</td></tr>\r\n<tr><td>2</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>3</td><td>2nd-rank spells, general feat, reflex expertise, signature spells, skill increase</td></tr>\r\n<tr><td>4</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>5</td><td>3rd-rank spells, attribute boosts, ancestry feat, skill increase</td></tr>\r\n<tr><td>6</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>7</td><td>4th-rank spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>9</td><td>5th-rank spells, ancestry feat, fortitude expertise, performer\u2019s heart, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, bard feat, skill feat</td></tr>\r\n<tr><td>11</td><td>6th-rank spells, bard weapon expertise, general feat, skill increase, vigilant senses</td></tr>\r\n<tr><td>12</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>13</td><td>7th-rank spells, ancestry feat, light armor expertise, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>15</td><td>8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>17</td><td>9th-rank spells, ancestry feat, greater performer\u2019s heart, skill increase</td></tr>\r\n<tr><td>18</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, legendary spellcaster, magnum opus, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, bard feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The magnum opus class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background. These are described in Chapter 2.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Bard Spellcasting</title>\r\nYou draw upon magic from esoteric knowledge. You are a spellcaster and can cast spells of the [occult](/SpellLists.aspx?Tradition=3) tradition using the Cast a Spell activity (see [Casting Spells](/Rules.aspx?ID=280)). As a bard, when you cast spells, your incantations might be musical riffs or clever limericks, your gestures might incorporate dance and dramatic pantomiming, and you might accompany your spellcasting by playing a musical instrument.\n\n Each day, you can cast up to two 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a bard, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Bard Spells per Day table.\n\n Some of your spells require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifiers and spell DCs use your Charisma modifier. \n\n<title level=\"2\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they are [heightened](/Rules.aspx?ID=273) to certain ranks. The signature spells class feature lets you heighten certain spells freely. \n\n<title level=\"2\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up\u2014this is usually equal to the highest rank of bard spell slot you have. For example, as a 1st-level bard, your cantrips are 1st-rank spells, and as a 5th-level bard, your cantrips are 3rd-rank spells.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.\r\n\r\n<title level=\"3\" >Spell Repertoire</title>\r\nThe collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the [occult](/SpellLists.aspx?Tradition=3) list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.\n\n You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.\n\n Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa. \n\n<title level=\"3\" right=\"\">Swapping Spells In Your Repertoire</title> As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during [downtime](/Rules.aspx?ID=2447).\r\n\r\n<title level=\"3\" >Composition Spells</title>\r\nYou can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition 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 perform, write a new composition, or otherwise engage your muse.\n\n 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. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear [here](/Rules.aspx?ID=276).\n\n You learn the [_counter performance_](/Spells.aspx?ID=381) composition spell, protecting against [auditory](/Traits.aspx?ID=16) and [visual](/Traits.aspx?ID=163) effects. \n\n<title level=\"2\" right=\"\">Composition Cantrips</title> Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose with bard spellcasting. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via [retraining](/Rules.aspx?ID=2447).\n\n You learn the [_courageous anthem_](/Spells.aspx?ID=386) composition cantrip, which boosts your allies' attacks, damage, and defense against [fear](/Traits.aspx?ID=68).\r\n\r\n<title level=\"3\" >Muses</title>\r\nAs a bard, you select one muse at 1st level. This muse leads you to great things and might be someone you know, a supernatural creature, location, deity, philosophy, or captivating mystery. Depending on the type of inspiration you receive, your 1st-level muse grants you a specific 1st-level bard feat and adds a spell to your repertoire.\n\n In addition to this, each muse opens the door to many later bard feats. If one type of inspiration is not enough to represent your muse, consider the [Multifarious Muse](/Feats.aspx?ID=187) feat.\r\n\r\n<title level=\"3\" right=\"Level 2\">Bard Feats</title>\r\nAt 2nd level and every even-numbered level, you gain a [bard class feat](/Feats.aspx?Traits=19).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [skill feat](/Traits.aspx?ID=144). You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general feat](/Traits.aspx?ID=78).\r\n\r\n<title level=\"3\" right=\"Level 3\">Reflex Expertise</title>\r\nYou've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">Signature Spells</title>\r\nExperience allows you to cast some 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nYour magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Fortitude Expertise</title>\r\nYour physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Performer's Heart</title>\r\nThe greatest performances require an understanding of your own mind and flawless concentration. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Bard Weapon Expertise</title>\r\nYou have become thoroughly adept with bardic weapons. Your proficiency rank for martial weapons, simple weapons, and unarmed attacks increases to expert. When you critically succeed at an attack roll using one of these weapons or an unarmed attack while one of your compositions is active, you apply the [critical specialization effect](/Rules.aspx?ID=235) for that weapon or unarmed attack.\r\n\r\n<title level=\"3\" right=\"Level 11\">Perception Mastery</title>\r\nYou've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master and 4 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou pluck the threads of magic like the strings of a harp. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Greater Performer's Heart</title>\r\nYour performances warp the mind and cause emotions to flower, and understanding how to do this also forges an incomparable understanding of your own mind. Your proficiency rank for Will saves increases to legendary. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against an effect that deals damage, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 19\">Magnum Opus</title>\r\nYou have tuned your spellcasting to the highest caliber. Add two common 10th-rank occult spells to your repertoire. You gain a single 10th-rank spell slot you can use to cast these spells using bard spellcasting. Unlike other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the [Perfect Encore](/Feats.aspx?ID=212) feat to gain a second slot.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYour command of magic is the stuff of legends. Your proficiency ranks for spell attack modifiers and spell DCs increase to legendary.", "name": "Bard", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 94 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn artist and a scholar, the bard uses performance and esoteric learning to bolster their companions and foil their enemies. Sometimes sneaky and \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Occultism", "Trained in  Performance", "Trained in a number of additional skills equal to 4 plus your Intelligence modifier"], "source": ["Player Core"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core](/Sources.aspx?ID=216) pg. 94 <sup>2.0</sup>", "speed": {}, "summary_markdown": "An artist and a scholar, the bard uses performance and esoteric learning to bolster their companions and foil their enemies. Sometimes sneaky and \u2026", "tradition": ["Occult"], "tradition_markdown": "[Occult](/SpellLists.aspx?Tradition=3)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=32", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Wisdom"], "attack_proficiency": ["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"], "category": "class", "defense_proficiency": ["Untrained in all armor, though your doctrine might alter this", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Cleric_Icon.png", "id": "class-33", "image": ["/Images/Classes/Iconic_Kyra.png"], "legacy_id": ["class-5"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Cleric](/Classes.aspx?ID=33)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 108 <sup>2.0</sup>\n\n_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\u2019s 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._\r\n\r\n**Key Attribute: Wisdom** <br />\r\nAt 1st level, your class gives you an attribute boost to Wisdom.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Kyra.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following term in many cleric class features.\n\n**[Holy](/Traits.aspx?ID=517) and [Unholy](/Traits.aspx?ID=521):** These traits mark something, like your character or a spell, that belongs to one side of the battle between [celestials](/Traits.aspx?ID=551) and [fiends](/Traits.aspx?ID=600). Generally, fiends and [undead](/Traits.aspx?ID=722) are susceptible to holy abilities and celestials to unholy ones.\n\n**[Sanctified](/Traits.aspx?ID=519):** If you are holy or unholy, your sanctified actions and spells gain the same trait.\n\n**[Spellshape](/Traits.aspx?ID=513):** These actions tweak your spells. You must use a spellshape action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the spellshape action. Effects added by a spellshape action are part of the spell's effect, not of the spellshape action.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Cleric</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nIf you\u2019re a warpriest, you balance between casting spells and attacking with weapons\u2014 typically the favored weapon of your deity. If you\u2019re 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou might make diplomatic overtures or deliver impressive speeches. Because you\u2019re wise, you also pick up on falsehoods others tell.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Visit the temples and holy places sacred to your faith, and have an immediate affinity with other worshippers of your deity. </li><li>Know the teachings of your religion\u2019s holy texts and how they apply to a dilemma. </li><li>Cooperate with your allies, provided they don\u2019t ask you to go against divine will.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Find your devotion impressive, even if they don\u2019t understand it. </li><li>Expect you to heal their wounds. </li><li>Rely on you to interact with other religious figures.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Religion](/Skills.aspx?ID=13)<br /> Trained in one skill determined by your choice of deity<br /> Trained in a number of additional skills equal to 2 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in the favored weapon of your deity. If your deity's favored weapon is uncommon, you also gain access to that weapon.<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor, though your doctrine might alter this<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in cleric class DC\r\n\r\n<title level=\"3\">Spells</title>\r\nTrained in spell attack modifier<br /> Trained in spell DC\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Cleric. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, deity, cleric spellcasting, divine font, doctrine</td></tr>\r\n<tr><td>2</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>3</td><td>2nd-rank spells, general feat, second doctrine, skill increase</td></tr>\r\n<tr><td>4</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>5</td><td>3rd-rank spells, attribute boosts, ancestry feat, perception expertise, skill increase</td></tr>\r\n<tr><td>6</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>7</td><td>4th-rank spells, general feat, skill increase, third doctrine</td></tr>\r\n<tr><td>8</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>9</td><td>5th-rank spells, ancestry feat, resolute faith, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, cleric feat, skill feat</td></tr>\r\n<tr><td>11</td><td>6th-rank spells, fourth doctrine, general feat, lightning reflexes, skill increase</td></tr>\r\n<tr><td>12</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>13</td><td>7th-rank spells, ancestry feat, divine defense, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>15</td><td>8th-rank spells, attribute boosts, fifth doctrine, general feat, skill increase</td></tr>\r\n<tr><td>16</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>17</td><td>9th-rank spells, ancestry feat, skill increase</td></tr>\r\n<tr><td>18</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>19</td><td>Final doctrine, general feat, miraculous spell, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, cleric feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1* \u2020</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1* \u2020</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * Your divine font gives you additional [_heal_](/Spells.aspx?ID=148) or [_harm_](/Spells.aspx?ID=146) spells of this rank. The number is 4 at 1st level, 5 at 5th level, and 6 at 15th level.<br /> \u2020 The miraculous spell class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to the boost to Wisdom you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\nAt 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.\r\n\r\n<title level=\"3\" >Deity</title>\r\nAs a cleric, you are a mortal servitor of a deity you revere above all others. The most common deities in Pathfinder appear on pages 35\u201339, along with their edicts, areas of concern, and the benefits you get for being a cleric of that deity. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon. Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list once you can prepare spells of their rank as a cleric. Any of these spells that aren't normally on the divine list are still divine spells if you prepare them this way. \n\n<title level=\"2\" right=\"\">Sanctification</title> Depending on your deity, their sanctification can make you holy or unholy. This gives you the [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521) trait, which commits you to one side of a struggle over the souls of the planes and may be referenced in other abilities. If you \u201ccan be\u201d holy or unholy according to your deity, you make that choice, and if you \u201cmust be\u201d holy or unholy you gain the trait automatically. If you gain the opposing trait in some way, you lose the previous trait until you complete an [_atone_](/Rituals.aspx?ID=2) ritual. \n\n<title level=\"2\" right=\"\">Anathema</title> Acts fundamentally opposed to your deity's ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.\n\n Casting spells with the [unholy](/Traits.aspx?ID=521) trait is almost always anathema to deities who don't allow unholy sanctification, and casting [holy](/Traits.aspx?ID=517) spells is likewise anathema to those who don't allow holy sanctification. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create [undead](/Traits.aspx?ID=160) would be anathema to [Pharasma](/Deities.aspx?ID=14), the goddess of death. Many actions that are anathema don't appear in any deity's formal list. For borderline cases, you and your GM determine which acts are anathema.\n\n If you perform enough acts that are anathema to your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all cleric spellcasting. These abilities can be regained only if you repent by conducting an [_atone_](/Rituals.aspx?ID=2) ritual.\r\n\r\n<title level=\"3\" >Cleric Spellcasting</title>\r\nYour deity bestows on you the power to cast divine spells. You are a spellcaster, and you can cast spells of the divine tradition using the [Cast a Spell](/Actions.aspx?ID=72) activity. As a cleric, your chants generally invoke your deity and their powerful servants by name or title, while your gestures are followed by sacred symbols or other representations of your deity\n\n At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the [divine](/SpellLists.aspx?Tradition=2) spell list or from other divine spells to which you gain access and learn via [Learn a Spell](/Actions.aspx?ID=25). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots. \n\nAs you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Cleric Spells per Day table above.\n\n Some of your spells require you to attempt a spell attack to see how effective they are or for your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier. \n\n<title level=\"2\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks. \n\n<title level=\"2\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up\u2014this is usually equal to the highest rank of cleric spell slot you have. For example, as a 1st-level cleric, your cantrips are 1st-rank spells, and as a 5th-level cleric, your cantrips are 3rd-rank spells.\r\n\r\n<title level=\"3\" >Divine Font</title>\r\nThrough your deity's blessing, you gain additional spells that channel either the life force called vitality or its counterforce, the void. When you prepare your spells each day, you can prepare additional [_heal_](/Spells.aspx?ID=148) or [_harm_](/Spells.aspx?ID=146) spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity on pages 35\u201339; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of divine intervention.\n\n **Healing Font**: You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only [_heal_](/Spells.aspx?ID=1554) spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.\n\n **Harmful Font**: You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only [_harm_](/Spells.aspx?ID=1552) spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.\r\n\r\n<title level=\"3\" >Doctrine</title>\r\nEven among followers of the same deity, approaches vary. At 1st level, you select cloistered cleric or warpriest and gain the benefits of its first doctrine. At 3rd level and every four levels thereafter, you gain another benefit from your doctrine.\n\nDoctrines can be found [here](Doctrines.aspx?ID=).\r\n\r\n<title level=\"3\" right=\"Level 2\">Cleric Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [cleric class feat](/Feats.aspx?Traits=26) .\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [skill feat](/Feats.aspx?Traits=144). You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general feat](/Feats.aspx?Traits=78).\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.\r\n\r\n<title level=\"3\" right=\"Level 5\">Perception Expertise</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Resolute Faith</title>\r\nBelief provides a bulwark against insidious thoughts. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Reflex Expertise</title>\r\nYou've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Divine Defense</title>\r\nYour training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with your weapons. 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 to 4 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Miraculous Spell</title>\r\nYou're exalted by your deity and gain truly incredible spells. You gain a single 10th-rank spell slot and can prepare a spell in that slot using cleric spellcasting. Unlike with other spell slots, you can't use 10-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the [Maker of Miracles](/Feats.aspx?ID=309) feat to gain a second slot. &lt;%END>", "name": "Cleric", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 108 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe cleric is dedicated to the worship of a single deity and draws divine magic from this devotion. Clerics can be vastly different depending on who \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Player Core"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core](/Sources.aspx?ID=216) pg. 108 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The cleric is dedicated to the worship of a single deity and draws divine magic from this devotion. Clerics can be vastly different depending on who \u2026", "tradition": ["Divine"], "tradition_markdown": "[Divine](/SpellLists.aspx?Tradition=2)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=33", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Wisdom"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Druid_Icon.png", "id": "class-34", "image": ["/Images/Classes/Iconic_Lini.png"], "legacy_id": ["class-6"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Druid](/Classes.aspx?ID=34)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 122 <sup>2.0</sup>\n\n_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\u2014 and an agonizing death to those who take it too lightly. You are one of those who hear nature\u2019s call. You stand in awe of the majesty of its power and give yourself over to its service._\r\n\r\n**Key Attribute: Wisdom** <br />\r\nAt 1st level, your class gives you an attribute boost to Wisdom.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Lini.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key term in many druid class features.\n\n**[Spellshape](/Traits.aspx?ID=513):** Actions with the spellshape trait tweak the properties of your spells. These actions usually come from spellshape feats. You must use a spellshape action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Druid</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou 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\u2019t have all that they desire.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYour 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have a deep and meaningful respect for the power of nature. </li><li>Be in constant awe of the natural world, eager to share it with others but wary of their influence upon it. </li><li>Treat plants and animals as allies, working with them to reach your goals.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>View you as a representative of nature, and are sure you can control it. </li><li>Assume you\u2019re a recluse who avoids society and cities and prefers to live in the wild. </li><li>Consider you a mystic, similar to a priest, but answering only to the forces of nature.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Nature](/Skills.aspx?ID=10)<br /> Trained in one skill determined by your druidic order<br /> Trained in a number of additional skills equal to 2 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in medium armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in druid class DC\r\n\r\n<title level=\"3\">Spells</title>\r\nTrained in spell attack modifier<br /> Trained in spell DC\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Druid. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, druid spellcasting, anathema, druidic order, Shield Block, voice of nature, Wildsong</td></tr>\r\n<tr><td>2</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>3</td><td>2nd-rank spells, fortitude expertise, general feat, perception expertise, skill increase</td></tr>\r\n<tr><td>4</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>5</td><td>3rd-rank spells, attribute boosts, ancestry feat, reflex expertise, skill increase</td></tr>\r\n<tr><td>6</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>7</td><td>4th-rank spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>9</td><td>5th-rank spells, ancestry feat, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, druid feat, skill feat</td></tr>\r\n<tr><td>11</td><td>6th-rank spells, general feat, skill increase, weapon expertise, wild willpower</td></tr>\r\n<tr><td>12</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>13</td><td>7th-rank spells, ancestry feat, medium armor expertise, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>15</td><td>8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>17</td><td>9th-rank spells, ancestry feat, skill increase</td></tr>\r\n<tr><td>18</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, legendary spellcaster, primal hierophant, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, druid feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The primal hierophant class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.\r\n\r\n<title level=\"3\" >Druid Spellcasting</title>\r\nThe power of the wild world flows through you. You are a spellcaster and can cast spells of the primal tradition using the [Cast a Spell](/Actions.aspx?ID=72) activity (see [Casting Spells](/Rules.aspx?ID=280)). As a druid, your spellcasting incantations might be pleas to the environment around you or the invocation of ancient vows; your hands might sway like willows or curl into clawlike shapes as your gestures direct your magic.\n\n At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the [primal](/SpellLists.aspx?Tradition=4) spell list, or from other primal spells to which you gain access and learn via [Learn a Spell](/Actions.aspx?ID=25). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.\n\n As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Druid Spells per Day table.\n\n Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier. \n\n<title level=\"2\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks. \n\n<title level=\"2\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up\u2014 this is usually equal to the highest rank of druid spell slot you have. For example, as a 1st-level druid, your cantrips are 1st-rank spells, and a 5th-level druid's are 3rd rank.\r\n\r\n<title level=\"3\" >Anathema</title>\r\nAs stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an [_atone_](/Rituals.aspx?ID=2) ritual. The following acts are anathema to all druids.\n\n **Anathema** despoil natural places, consume more natural resources than you require to live comfortably, teach the [Wildsong](/Languages.aspx?ID=116) to non-druids.\n\n Your choice of druidic order adds further anathema, as detailed in the order's entry\r\n\r\n<title level=\"3\" >Druidic Order</title>\r\nUpon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.\n\n Order 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](/Actions.aspx?ID=71) activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.\n\n 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 can never be more than 3 points. The full rules for focus spells appear [here](/Rules.aspx?ID=276).\r\n\r\n<title level=\"3\" >Shield Block</title>\r\nYou gain the [Shield Block](/Feats.aspx?ID=839) general feat , a reaction that lets you reduce damage with your shield.\r\n\r\n<title level=\"3\" >Voice of Nature</title>\r\nYou gain your choice of the [Animal Empathy](/Feats.aspx?ID=4709) or [Plant Empathy](/Feats.aspx?ID=4711) druid feat.\r\n\r\n<title level=\"3\" >Wildsong</title>\r\nYou know the [Wildsong](/Languages.aspx?ID=116), a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema.\r\n\r\n<title level=\"3\" right=\"Level 2\">Druid Feats</title>\r\nAt 2nd level and every even-numbered level, you gain a [druid class feat](/Feats.aspx?Traits=52).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [skill feat](/Feats.aspx?Traits=144). You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Perception Expertise</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general feat](/Feats.aspx?Traits=78).\r\n\r\n<title level=\"3\" right=\"Level 3\">Fortitude Expertise</title>\r\nAdventures have made your physique more hardy. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.\r\n\r\n<title level=\"3\" right=\"Level 5\">Reflex Expertise</title>\r\nYou've honed your ability to dodge dangers. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nYour command of primal forces has deepened, empowering your spells. Your proficiency ranks for spell attack modifier and spell DC increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Weapon Expertise</title>\r\nYou've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Wild Willpower</title>\r\nYour primal will, like that of the greatest beast, can't be tamed. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 13\">Medium Armor Expertise</title>\r\nYou've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou inflict great injuries with the weapons you know best. 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 to 4 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nPrimal magic answers your command. Your proficiency ranks for spell attack modifier and spell DC increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYou have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Primal Hierophant</title>\r\nYou command the most potent forces of primal magic and can cast a spell of truly incredible power. You gain a single 10th-rank spell slot and can prepare a spell in that slot using druid spellcasting. Unlike with other spell slots, you can't use 10-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the [Hierophant's Power](/Feats.aspx?ID=353) feat to gain a second slot.", "name": "Druid", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 122 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe druid walks the wild, primordial places of the world without fear, harnessing the primal magic of nature and controlling it with calm purpose. A \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Player Core"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core](/Sources.aspx?ID=216) pg. 122 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The druid walks the wild, primordial places of the world without fear, harnessing the primal magic of nature and controlling it with calm purpose. A \u2026", "tradition": ["Primal"], "tradition_markdown": "[Primal](/SpellLists.aspx?Tradition=4)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=34", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Strength", "Dexterity"], "attack_proficiency": ["Expert in simple weapons", "Expert in martial weapons", "Trained in advanced weapons", "Expert in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "10", "icon_image": "/Images/Class/Fighter_Icon.png", "id": "class-35", "image": ["/Images/Classes/Iconic_Valeros.png"], "legacy_id": ["class-7"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Fighter](/Classes.aspx?ID=35)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 136 <sup>2.0</sup>\n\n_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._\r\n\r\n**Key Attribute: Strength or Dexterity** <br />\r\nAt 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Valeros.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nBelow are some key terms in many fighter class features.\n\n**[Flourish](/Traits.aspx?ID=606):** Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.\n\n**[Press](/Traits.aspx?ID=675):** Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the [Ready](/Equipment.aspx?ID=2792) activity.<br />Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)\n\n**[Stance](/Traits.aspx?ID=701):** A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can't take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Fighter</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou can be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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\u2019ve established your reputation, you might build an organization or a stronghold of your own.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Know the purpose and quality of every weapon and piece of armor you own. </li><li>Recognize that the danger of an adventurer\u2019s life must be balanced out with great revelry or ambitious works. </li><li>Have little patience for puzzles or problems that require detailed logic or study.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Find you intimidating until they get to know you\u2014and maybe even after they get to know you. </li><li>Expect you\u2019re all brawn and no brains. </li><li>Respect your expertise in the art of warfare and value your opinion on the quality of armaments.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nExpert in Reflex <br />\r\nTrained in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in your choice of [Acrobatics](/Skills.aspx?ID=1) or [Athletics](/Skills.aspx?ID=3)<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nExpert in simple weapons<br /> Expert in martial weapons<br /> Trained in advanced weapons<br /> Expert in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in all armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in fighter class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Fighter. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, Reactive Strike, fighter feat, Shield Block</td></tr>\r\n<tr><td>2</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>3</td><td>Bravery, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ancestry feat, attribute boosts, fighter weapon mastery, skill increase</td></tr>\r\n<tr><td>6</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>7</td><td>Battlefield surveyor, general feat, skill increase, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, battle hardened, combat flexibility, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, fighter feat, skill feat</td></tr>\r\n<tr><td>11</td><td>Armor expertise, fighter expertise, general feat, skill increase</td></tr>\r\n<tr><td>12</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, skill increase, weapon legend</td></tr>\r\n<tr><td>14</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Attribute boosts, general feat, greater weapon specialization, improved flexibility, skill increase, tempered reflexes</td></tr>\r\n<tr><td>16</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, armor mastery, skill increase</td></tr>\r\n<tr><td>18</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, skill increase, versatile legend</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, fighter feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level you gain a number of proficiencies that represent your basic training in attacks, defenses, Perception, skills, and other areas. These are noted at the start of this class.\r\n\r\n<title level=\"3\" >Reactive Strike</title>\r\nEver watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Reactive Strike reaction.\n\n<document level=\"2\" id=\"action-2256\" />\r\n\r\n<title level=\"3\" >Fighter Feats</title>\r\nAt 1st level and every even-numbered level, you gain a [fighter class feat](/Feats.aspx?Traits=71).\r\n\r\n<title level=\"3\" >Shield Block</title>\r\nYou gain the [Shield Block](/Feats.aspx?ID=839) general feat, a reaction that lets you reduce damage with your shield.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [skill feat](/Feats.aspx?Traits=144). You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Bravery</title>\r\nHaving faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a [fear](/Traits.aspx?ID=68) effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general](/Feats.aspx?Traits=78) feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.\r\n\r\n<title level=\"3\" right=\"Level 5\">Fighter Weapon Mastery</title>\r\nHours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group. You gain access to the [critical specialization effects](/Rules.aspx?ID=235) of all weapons and unarmed attacks for which you have master proficiency.\r\n\r\n<title level=\"3\" right=\"Level 7\">Battlefield Surveyor</title>\r\nWhether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Battle Hardened</title>\r\nYour experience in battle helps protect you against magic and toxins alike. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 9\">Combat Flexibility</title>\r\nYou can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you meet the prerequisites for and don't already have. You can use that feat until your next daily preparations.\r\n\r\n<title level=\"3\" right=\"Level 11\">Armor Expertise</title>\r\nYou have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the [armor specialization effects](/Rules.aspx?ID=211) of medium and heavy armor.\r\n\r\n<title level=\"3\" right=\"Level 11\">Fighter Expertise</title>\r\nYour practiced techniques have made you even more formidable. Your proficiency rank for your fighter class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Legend</title>\r\nYou've learned fighting techniques that apply to all armaments, and you've developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert.\n\n You can select one weapon group and increase your proficiency ranks to legendary for all simple weapons, martial weapons, and unarmed attacks in that weapon group, and to master for all advanced weapons in that weapon group.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Improved Flexibility</title>\r\nYour extensive experience gives you even greater ability to adapt to each day's challenges. When you use combat flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats' prerequisites.\r\n\r\n<title level=\"3\" right=\"Level 15\">Tempered Reflexes</title>\r\nPracticed reflexes let you find safety even in the face of cataclysmic explosions. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Armor Mastery</title>\r\nYour skill with armor improves further. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Versatile Legend</title>\r\nYou are nigh-unmatched with any weapon. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master. Your proficiency rank for your fighter class DC increases to master.", "name": "Fighter", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 136 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWith calculated daring and fearless determination, the fighter confronts their enemies while defending allies from harm. A master of the battlefield, \u2026\r\n</summary>", "skill_proficiency": ["Trained in your choice of  Acrobatics  or  Athletics", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Player Core"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core](/Sources.aspx?ID=216) pg. 136 <sup>2.0</sup>", "speed": {}, "summary_markdown": "With calculated daring and fearless determination, the fighter confronts their enemies while defending allies from harm. A master of the battlefield, \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=35", "weakness": {}, "will_proficiency": "Trained"}, {"attribute": ["Strength", "Dexterity"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "10", "icon_image": "/Images/Class/Ranger_Icon.png", "id": "class-36", "image": ["/Images/Classes/Iconic_Harsk.png"], "legacy_id": ["class-9"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Ranger](/Classes.aspx?ID=36)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 152 <sup>2.0</sup>\n\n_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._\r\n\r\n**Key Attribute: Strength or Dexterity** <br />\r\nAt 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Harsk.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see these key terms in many ranger class features.\n\n **[Flourish](/Traits.aspx?ID=73)**: Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.\n\n**[Press](/Traits.aspx?ID=133)**: Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the [Ready](/Equipment.aspx?ID=2792) activity.<br /> Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)\n\n**Warden Spells:** Your relationship with the world around you extends from the physical to the magical. Certain feats grant you warden spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell. When you gain your first warden spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the [Refocus](/Actions.aspx?ID=2621) activity to commune with nature.<br /> Your warden spells are primal spells. When you first gain a warden spell, you become trained in spell attacks and spell DCs. Your spellcasting attribute is Wisdom.<br /> Focus spells are automatically heightened to half your level rounded up. 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. The full rules for focus spells appear [here](/Rules.aspx?ID=2228).\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Ranger</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nWhen you speak, it\u2019s with the voice of practical experience, especially involving wilderness exploration.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it\u2019s not overt.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Respect the raw power of nature and understand how to make the best of its bounty. </li><li>Enjoy the thrill of the hunt. </li><li>Scout out ahead of the party, reconnoitering dangers before combat begins.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Call upon you to protect them from the wilds or the encroachment of civilization. </li><li>Expect you to be a quiet or taciturn loner. </li><li>Think there is something dangerous and wild about you.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nExpert in Reflex <br />\r\nTrained in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Nature](/Skills.aspx?ID=10)<br /> Trained in [Survival](/Skills.aspx?ID=16)<br /> Trained in a number of additional skills equal to 4 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in medium armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in ranger class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Ranger. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, hunt prey, hunter\u2019s edge, ranger feat</td></tr>\r\n<tr><td>2</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>3</td><td>General feat, will expertise, skill increase</td></tr>\r\n<tr><td>4</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Attribute boosts, ancestry feat, ranger weapon expertise, skill increase, trackless journey</td></tr>\r\n<tr><td>6</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>7</td><td>General feat, natural reflexes, skill increase, perception mastery, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, nature\u2019s edge, ranger expertise, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, ranger feat, skill feat</td></tr>\r\n<tr><td>11</td><td>General feat, warden\u2019s endurance, medium armor expertise, skill increase, unimpeded journey</td></tr>\r\n<tr><td>12</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, skill increase, martial weapon mastery</td></tr>\r\n<tr><td>14</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Attribute boosts, general feat, greater natural reflexes, greater weapon specialization, perception legend, skill increase</td></tr>\r\n<tr><td>16</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, masterful hunter, skill increase</td></tr>\r\n<tr><td>18</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, medium armor mastery, skill increase, swift prey</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, ranger feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Attribute Boosts</title>\r\nIn 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.\r\n\r\n<title level=\"3\" >Hunt Prey</title>\r\nWhen you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.\n\n<document level=\"2\" id=\"action-2257\" />\r\n\r\n<title level=\"3\" >Hunter's Edge</title>\r\nYou have trained to become a skilled hunter and tracker, gaining an extra benefit when you Hunt Prey depending on the focus of your training. Choose a hunter's edge.\r\n\r\n<title level=\"3\" >Ranger Feats</title>\r\nAt 1st level and every even-numbered level, you gain a [ranger class feat](/Feats.aspx?Traits=136).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [skill feat](/Feats.aspx?Traits=144). You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general feat](/Feats.aspx?Traits=78).\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Will Expertise</title>\r\nYour mental defenses grow stronger. Your proficiency rank for Will saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ranger Weapon Expertise</title>\r\nYou gain every advantage from your weapons. Your proficiency rank for martial weapons, simple weapons, and unarmed attacks increases to expert. You gain access to the [critical specialization effects](/Rules.aspx?ID=235) of all such weapons and unarmed attacks when attacking your hunted prey.\r\n\r\n<title level=\"3\" right=\"Level 5\">Trackless Journey</title>\r\nWhen you move through natural terrains, you are hard to track. You always gain the benefits of the [Cover Tracks](/Actions.aspx?ID=65) action in such terrains, without moving at half your Speed.\r\n\r\n<title level=\"3\" right=\"Level 7\">Natural Reflexes</title>\r\nYou've honed your reflexes dodging falling trees and pounding hail. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Perception Mastery</title>\r\nYou have highly developed acuity and attention to detail. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Nature's Edge</title>\r\nYou always find the weak points in your foes' defenses when they're on unfavorable terrain. Enemies are [off-guard](/Conditions.aspx?ID=58) to you if they're in [difficult terrain](/Rules.aspx?ID=453).\r\n\r\n<title level=\"3\" right=\"Level 9\">Ranger Expertise</title>\r\nYou've gained techniques that improve your cunning and skill. Your proficiency rank for your ranger DC increases to expert. If you have warden spells, your proficiency rank for spell attacks and spell DCs increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Warden's Endurance</title>\r\nYou shake off a grizzly's grab or a poison's ill effects with equal ease. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Medium Armor Expertise</title>\r\nYou've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Unimpeded Journey</title>\r\nYou move quickly through obstacles, whether they're tumbled stone or tangled undergrowth. You can ignore the effects of [difficult terrain](/Rules.aspx?ID=453). As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain.\r\n\r\n<title level=\"3\" right=\"Level 13\">Martial Weapon Mastery</title>\r\nYou fully understand the intricacies of weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Natural Reflexes</title>\r\nYou avoid explosions with reflexes a cat would envy. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you fail a Reflex save against an effect that deals damage, you halve the damage you take.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Perception Legend</title>\r\nYou notice the almost imperceptible. Your proficiency rank for Perception increases to legendary.\r\n\r\n<title level=\"3\" right=\"Level 17\">Masterful Hunter</title>\r\nYou have honed your abilities as a hunter to incredible levels. Your proficiency rank for your ranger class DC increases to master. If you have warden spells, your proficiency rank for spell attacks and spell DCs increases to master. When using a ranged weapon that you have master proficiency in, you can ignore the penalty if attacking your hunted prey within the weapon's second and third range increments.\n\nIf you have master proficiency in Perception, you gain a +4 circumstance bonus to Perception checks when you [Seek](/Actions.aspx?ID=84) your prey, and if you have master proficiency in [Survival](/Skills.aspx?ID=16), you gain a +4 circumstance bonus to Survival checks when you [Track](/Actions.aspx?ID=66) your prey.\n\n You also gain an additional benefit depending on your hunter's edge. \r\n\r\n<title level=\"3\" right=\"Level 19\">Medium Armor Mastery</title>\r\nYour skill with light and medium armor improves, increasing your ability to avoid blows. Your proficiency ranks for light and medium armor, as well as for unarmed defense, increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Swift Prey</title>\r\nYou size up your prey with a glance. You can use [Hunt Prey](/Actions.aspx?ID=10) as a free action if it's your first action of your turn.", "name": "Ranger", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 152 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nResourceful and cunning, the ranger is a hunter, tracker, and warrior who preserves the natural world and protects civilization from its ravages. \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Nature", "Trained in  Survival", "Trained in a number of additional skills equal to 4 plus your Intelligence modifier"], "source": ["Player Core"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core](/Sources.aspx?ID=216) pg. 152 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Resourceful and cunning, the ranger is a hunter, tracker, and warrior who preserves the natural world and protects civilization from its ravages. \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=36", "weakness": {}, "will_proficiency": "Trained"}, {"attribute": ["Dexterity", "other"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Rogue_Icon.png", "id": "class-37", "image": ["/Images/Classes/Iconic_Merisiel.png"], "legacy_id": ["class-10"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Rogue](/Classes.aspx?ID=37)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 164 <sup>2.0</sup>\n\n_You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents\u2019 missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don\u2019t 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._\r\n\r\n**Key Attribute: Dexterity or other** <br />\r\nAt 1st level, your class gives you an attribute boost to Dexterity or an option from rogue's racket.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Merisiel.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nBelow are some key terms in many rogue class features.\n\n**Debilitation:** Debilitations apply conditions and other negative effects to a creature. When the creature is affected by a new debilitation, any previous one it was affected by ends.\n\n**[Flourish](/Traits.aspx?ID=606):** Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.\n\n**[Stance](/Traits.aspx?ID=701):** A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can't take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Rogue</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou move about stealthily so you can catch foes unawares. You\u2019re a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYour skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou sneak to get the drop on foes and scout for danger or traps. You\u2019re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou might pick pockets or trade in illegal goods. You can also become part of a thieves\u2019 guild, or even found one of your own.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Hone your skills through intense practice, both on your own and out in the world. </li><li>Know where to attain illicit goods. </li><li>Skirt or break the law because you think it\u2019s meaningless or have your own code.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Find you charming or fascinating, even if they think they know better than to trust you. </li><li>Come to you when they need someone who is willing to take risks or use questionable methods. </li><li>Suspect you\u2019re motivated primarily by greed.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nExpert in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Stealth](/Skills.aspx?ID=15)<br /> Trained in one or more skills determined by your rogue's racket<br /> Trained in a number of additional skills equal to 7 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in rogue class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Rogue. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, rogue\u2019s racket, sneak attack 1d6, surprise attack, rogue feat, skill feat</td></tr>\r\n<tr><td>2</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>3</td><td>Deny advantage, general feat, skill feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>5</td><td>Attribute boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks</td></tr>\r\n<tr><td>6</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>7</td><td>Evasive reflexes, general feat, skill feat, skill increase, vigilant senses, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, debilitating strike, rogue resilience, skill feat, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>11</td><td>General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6</td></tr>\r\n<tr><td>12</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, improved rogue reflexes, incredible senses, light armor expertise, master tricks, skill feat, skill increase</td></tr>\r\n<tr><td>14</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>15</td><td>Attribute boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase</td></tr>\r\n<tr><td>16</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6</td></tr>\r\n<tr><td>18</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>19</td><td>General feat, light armor mastery, master strike, skill feat, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, rogue feat, skill feat, skill increase</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.\r\n\r\n<title level=\"3\" >Rogue's Racket</title>\r\nYou've begun to develop your techniques and approach to a job, while building your reputation in rogues' circles. Choose a rogue's racket from the list below.\r\n\r\n<title level=\"3\" >Sneak Attack</title>\r\nWhen your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the [off-guard](/Conditions.aspx?ID=58) condition with an [agile](/Traits.aspx?ID=170) or [finesse](/Traits.aspx?ID=179) melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged [unarmed](/Traits.aspx?ID=199) attack, you deal an extra 1d6 precision damage. For a ranged attack with a [thrown](/Traits.aspx?ID=195) melee weapon, that weapon must also be agile or finesse.\n\n As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.\r\n\r\n<title level=\"3\" >Surprise Attack</title>\r\nYou spring into combat faster than foes can react. On the first round of combat, if you roll [Deception](/Skills.aspx?ID=5) or [Stealth](/Skills.aspx?ID=15) for initiative, creatures that haven't acted are [off-guard](/Conditions.aspx?ID=58) to you.\r\n\r\n<title level=\"3\" >Rogue Feats</title>\r\nAt 1st level and every even-numbered level, you gain a [rogue class feat](/Feats.aspx?Traits=139).\r\n\r\n<title level=\"3\" >Skill Feats</title>\r\nYou gain skill feats more often than others. At 1st level and every level thereafter, you gain a [skill feat](/Feats.aspx?Traits=144).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Increases</title>\r\nYou 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 become an expert in one skill in which you're already trained.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Deny Advantage</title>\r\nAs someone who takes advantage of openings, you are careful not to leave such gaps yourself. You aren't [off-guard](/Conditions.aspx?ID=58) to [hidden](/Conditions.aspx?ID=22), [undetected](/Conditions.aspx?ID=39), or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general feat](/Feats.aspx?Traits=78).\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.\r\n\r\n<title level=\"3\" right=\"Level 5\">Weapon Tricks</title>\r\nYou gain expert proficiency in simple weapons, martial weapons, and unarmed attacks. When you critically succeed at an attack roll against an [off-guard](/Conditions.aspx?ID=58) creature while using an [agile](/Traits.aspx?ID=170) or [finesse](/Traits.aspx?ID=179) weapon or an agile or finesse unarmed attack, you apply the [critical specialization effect](/Rules.aspx?ID=235) for that weapon or unarmed attack.\r\n\r\n<title level=\"3\" right=\"Level 7\">Evasive Reflexes</title>\r\nYou've learned to move quickly to avoid explosions, dragons' breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Perception Mastery</title>\r\nYou've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary\r\n\r\n<title level=\"3\" right=\"Level 9\">Debilitating Strike</title>\r\nWhen taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.\n\n<document level=\"2\" id=\"action-2258\" />\r\n\r\n<title level=\"3\" right=\"Level 9\">Rogue Resilience</title>\r\nYour physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Rogue Expertise</title>\r\nYour techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Greater Rogue Reflexes</title>\r\nYou elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 13\">Perception Legend</title>\r\nYou notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Master Tricks</title>\r\nYou've mastered a rogue's fighting moves. Your proficiency ranks increase to master for all simple weapons, martial weapons, and unarmed attacks.\r\n\r\n<title level=\"3\" right=\"Level 15\">Double Debilitation</title>\r\nYour opportunistic attacks are particularly detrimental. When you use [Debilitating Strike](/Actions.aspx?ID=11), you can apply two debilitations simultaneously; removing one removes both.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 17\">Agile Mind</title>\r\nYou play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Light Armor Mastery</title>\r\nYour skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Master Strike</title>\r\nYou can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.\n\n<document level=\"2\" id=\"action-2259\" />", "name": "Rogue", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 164 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCunning and quick, the rogue brings skill and expertise few of their comrades can match. In battle, they excel at sneak attacks and ambushes. Their \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Player Core"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core](/Sources.aspx?ID=216) pg. 164 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Cunning and quick, the rogue brings skill and expertise few of their comrades can match. In battle, they excel at sneak attacks and ambushes. Their \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=37", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Intelligence"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Untrained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "6", "icon_image": "/Images/Class/Witch_Icon.png", "id": "class-38", "image": ["/Images/Classes/Iconic_Feiya.png"], "legacy_id": ["class-16"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Witch](/Classes.aspx?ID=38)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 178 <sup>2.0</sup>\n\n_You command powerful magic, not through study or devotion to any ideal, but as a vessel or agent for a mysterious, otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, a manifestation of natural energies, an ancient spirit, or any other mighty supernatural being\u2014but its nature is likely as much a mystery to you as it is to anyone else. 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 these gifts will end up serving your patron's larger plan._\r\n\r\n**Key Attribute: Intelligence** <br />\r\nAt 1st level, your class gives you an attribute boost to Intelligence.\r\n\r\n**Hit Points: 6 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Feiya.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see these key terms in many witch class features.\n\n**[Hex](/Traits.aspx?ID=624):** A hex is a spell caused by your patron's direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.\n\n**[Spellshape](/Traits.aspx?ID=513):** Actions with the spellshape trait tweak the properties of your spells. These actions usually come from spellshape feats. You must use a spellshape action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Witch</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Strive to learn more about your patron or familiar, your patron's goals, why they chose to empower you, and how you fit into their plans.</li><li>Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides.</li><li>View your familiar as a steadfast ally, a dear friend, or a necessary nuisance, depending on its personality.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Wonder about the nature of your patron and the source of your magic, worrying you'll turn on them or that you unknowingly serve to a foul power.</li><li>Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.</li><li>Take care not to offend you, fearful that you'll place a malicious hex on them if you're angered.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in one skill determined by your patron<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in witch class DC\r\n\r\n<title level=\"3\">Spells</title>\r\nTrained in spell attack modifier<br /> Trained in spell DC\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Witch. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, patron, familiar, witch spellcasting, hexes</td></tr>\r\n<tr><td>2</td><td>Skill feat, witch feat</td></tr>\r\n<tr><td>3</td><td>2nd-rank spells, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Skill feat, witch feat</td></tr>\r\n<tr><td>5</td><td>3rd-rank spells, attribute boosts, ancestry feat, magical fortitude, skill increase</td></tr>\r\n<tr><td>6</td><td>Familiar ability, skill feat, witch feat</td></tr>\r\n<tr><td>7</td><td>4th-rank spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Skill feat, witch feat</td></tr>\r\n<tr><td>9</td><td>5th-rank spells, ancestry feat, reflex expertise, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, skill feat, witch feat</td></tr>\r\n<tr><td>11</td><td>6th-rank spells, general feat, perception expertise, skill increase, weapon expertise</td></tr>\r\n<tr><td>12</td><td>Familiar ability, skill feat, witch feat</td></tr>\r\n<tr><td>13</td><td>7th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Skill feat, witch feat</td></tr>\r\n<tr><td>15</td><td>8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Skill feat, witch feat</td></tr>\r\n<tr><td>17</td><td>9th-rank spells, ancestry feat, skill increase, will of the pupil</td></tr>\r\n<tr><td>18</td><td>Familiar ability, skill feat, witch feat</td></tr>\r\n<tr><td>19</td><td>General feat, legendary spellcaster, patron\u2019s gift, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, skill feat, witch feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The patron conduit class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.\r\n\r\n<title level=\"3\" >Patron</title>\r\nYou weren't born with the power to cast spells, nor have you spent years dedicated to worship, study, or uncovering mystical secrets. Your magic instead has been gifted to you by a potent being, one who knows that by empowering you so, you'll further the being's agenda in the world, whatever it may be. This entity is typically mysterious and distant, revealing little of their identity and motivations. They make their will known to you in abstract signs such as omens, dreams, or similar subtleties rather than words.\n\n Rather than interacting with you directly, your patron works through a familiar\u2014a mystical creature that teaches you, serves as the conduit for your patron's magic, and maybe even keeps an eye on you to ensure you're furthering your patron's nebulous ends.\n\n At 1st level, choose your patron, which determines your spellcasting tradition and grants you the skill for that tradition of magic, your first witch's lesson and a unique familiar ability. The patron themes can be found [here](Patrons.aspx).\r\n\r\n<title level=\"3\" >Witch Spellcasting</title>\r\nUsing your familiar as a conduit, your patron provides you the power to cast spells. You are a spellcaster, and you can cast spells of your patron's tradition using the Cast a Spell activity. As a witch, when you cast spells, your incantations might rhyme, your gestures might be as simple as an ominous pointing finger or a complex folk sign, and your familiar might even echo your words or movements slightly as your patron's magic surges.\n\n At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.\n\n As you increase in level as a witch, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Witch Spells per Day table.\n\n Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier. \n\n<title level=\"2\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd-rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks. \n\n<title level=\"2\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up\u2014this is usually equal to the highest rank of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-rank spells, and as a 5th-level witch, your cantrips are 3rd-rank spells.\r\n\r\n<title level=\"3\" >Familiar</title>\r\nYour patron has sent you a [familiar](Familiars.aspx), a mystical creature that teaches you magic and facilitates your spells. This familiar follows the rules beginning on page 212, though as it's a direct conduit between you and your patron, it's more powerful than typical familiars. Your familiar gains two additional familiar abilities: one of these is a unique ability based on your patron and is always selected, and the other is an additional familiar ability that can be selected daily as normal. Your familiar gains another extra ability at 6th, 12th, and 18th levels.\n\n **Spells**: Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-rank spells, and one additional spell determined by your patron's initial lesson. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.\n\n Each time you gain a level, your patron teaches your familiar two new spells of any rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.\n\n **Learning Spells**: Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a written version of that spell over the course of 1 hour. This can be a scroll of that spell, or you can prepare a written version using the [Learn a Spell](/Actions.aspx?ID=25) exploration activity. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.\n\n **Undying**: If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.\r\n\r\n<title level=\"3\" >Hex Spells</title>\r\nAs a favored agent of your patron, you can invoke their power for a more direct magical intervention. A hex is a spell shaped by your patron and sent to you through your familiar, rather than an ability you use directly. Your patron expects you to advance its interests and does not take kindly to repeated requests for aid; as such, you can use only one hex each turn, and any attempts to use a second hex on that turn fail and the actions are lost.\n\n Hex 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](/Actions.aspx?ID=71) activity to commune with your familiar.\n\n 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. The full rules for focus spells appear [here](/Rules.aspx?ID=2228). You learn your choice of the [_patron's puppet_](/Spells.aspx?ID=1882) hex or [_phase familiar_](/Spells.aspx?ID=804) hex, which let you command your familiar or defend it from harm, respectively. You learn most other hexes from witch lessons.\n\n<title level=\"2\" right=\"\">Hex Cantrips</title>Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still use only one hex each round. Hex cantrips are in addition to the cantrips you choose with witch spellcasting and aren't counted toward your prepared cantrips.\n\n You gain a hex cantrip determined by your choice of [patron](Patrons.aspx).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [skill feat](/Feats.aspx?Traits=144). You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 2\">Witch Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [witch class feat](/Feats.aspx?Traits=323).\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general feat](/Feats.aspx?Traits=78).\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry\r\n\r\n<title level=\"3\" right=\"Level 5\">Magical Fortitude</title>\r\nYour patron's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nYou've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Reflex Expertise</title>\r\nYour reflexes are lightning fast, helping you avoid danger. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Perception Expertise</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Weapon Expertise</title>\r\nThrough sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Defensive Robes</title>\r\nThe flow of magic through your spellcasting and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou can inflict greater injuries with the weapons you know. 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.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou've achieved mastery over your patron's magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Will of the Pupil</title>\r\nCommunion with your familiar has steeled your mental fortitude. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYou've perfected your command of the magic your patron provides. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Patron's Gift</title>\r\nYour patron grants you the power to command incredible works of magic. You gain a single 10th-rank spell slot and can prepare a spell in that slot using witch spellcasting. Unlike with other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the [Patron's Truth](/Feats.aspx?ID=1591) feat to gain a second slot.", "name": "Witch", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 178 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe witch is a versatile spellcaster who learns their magic from a familiar, sent to them by a powerful and mysterious patron. The witch's mastery of \u2026\r\n</summary>", "skill_proficiency": ["Trained in one skill determined by your patron", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Player Core"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core](/Sources.aspx?ID=216) pg. 178 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The witch is a versatile spellcaster who learns their magic from a familiar, sent to them by a powerful and mysterious patron. The witch's mastery of \u2026", "tradition": ["Arcane", "Divine", "Occult", "Primal"], "tradition_markdown": "[Arcane](/SpellLists.aspx?Tradition=1), [Divine](/SpellLists.aspx?Tradition=2), [Occult](/SpellLists.aspx?Tradition=3), [Primal](/SpellLists.aspx?Tradition=4)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=38", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Intelligence"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Untrained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "6", "icon_image": "/Images/Class/Wizard_Icon.png", "id": "class-39", "image": ["/Images/Classes/Iconic_Ezren.png"], "legacy_id": ["class-12"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Wizard](/Classes.aspx?ID=39)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 192 <sup>2.0</sup>\n\n_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\r\n._\r\n\r\n**Key Attribute: Intelligence** <br />\r\nAt 1st level, your class gives you an attribute boost to Intelligence.\r\n\r\n**Hit Points: 6 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Ezren.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key term in many wizard abilities.\n\n**[Spellshape](/Traits.aspx?ID=513):** Actions with the spellshape trait tweak the properties of your spells. These actions usually come from spellshape feats. You must use a spellshape action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Wizard</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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 [_invisibility_](/Spells.aspx?ID=164) or [_flight_](/Spells.aspx?ID=125), you answer with spells like [_glitterdust_](/Spells.aspx?ID=136) or [_earth bind_](/Spells.aspx?ID=94), leveling the field for your allies.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou provide a well of knowledge about arcane matters and solve arguments with logic.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have an unquenchable intellectual curiosity about how everything in the world around you works\u2014magic in particular. </li><li>Look for ways to apply the teachings of your school to any situation, seeing problems through the lens of the spells you've devoted your life to learning. </li><li>Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on other people.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Consider you to be incredibly powerful and potentially dangerous. </li><li>Fear what your magic can do to their minds, bodies, and souls, and ask that you avoid casting spells in polite company, as few can identify whether one of your spells is harmless or malevolent until it\u2019s too late. </li><li>Assume you can easily solve all their problems, from dangerous weather to poor crop yields, and ask you for spells that can help them get whatever they desire.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Arcana](/Skills.aspx?ID=2)<br /> Trained in a number of additional skills equal to 2 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in wizard class DC\r\n\r\n<title level=\"3\">Spells</title>\r\nTrained in spell attack modifier<br /> Trained in spell DC\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Wizard. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, wizard spellcasting, arcane thesis, arcane school, arcane bond</td></tr>\r\n<tr><td>2</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>3</td><td>2nd-rank spells, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>5</td><td>3rd-rank spells, attribute boosts, ancestry feat, reflex expertise, skill increase</td></tr>\r\n<tr><td>6</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>7</td><td>4th-rank spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>9</td><td>5th-rank spells, ancestry feat, magical fortitude, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, skill feat, wizard feat</td></tr>\r\n<tr><td>11</td><td>6th-rank spells, general feat, perception expertise, skill increase, wizard weapon expertise</td></tr>\r\n<tr><td>12</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>13</td><td>7th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>15</td><td>8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>17</td><td>9th-rank spells, ancestry feat, prodigious will, skill increase</td></tr>\r\n<tr><td>18</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>19</td><td>Archwizard\u2019s spellcraft, general feat, legendary spellcaster, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, skill feat, wizard feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The archwizard\u2019s spellcraft class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.\r\n\r\n<title level=\"3\" >Wizard Spellcasting</title>\r\nThrough dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the [Cast a Spell](/Actions.aspx?ID=72) activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life.\n\n At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook, as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school (page 196). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.\n\n As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Wizard Spells per Day table.\n\n Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier. \n\n<title level=\"2\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks. \n\n<title level=\"2\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up\u2014 this is usually equal to the highest rank of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-rank spells, and as a 5th-level wizard, your cantrips are 3rd-rank spells. \n\n<title level=\"2\" right=\"\">Spellbook</title> Every arcane spell has a written version, which you record in your personalized book of spells. You start with a [spellbook](/Equipment.aspx?ID=53) worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like _The Tome of Silent Shadows_ or something more academic, like _Advanced Pyromantic Applications of Jalmeri Elemental Theory_. \n\n The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list (page 304) or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school).\n\n Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via [Learn a Spell](/Actions.aspx?ID=25). When you gain spell slots of a new rank, you also add an additional spell from your school's curriculum (unless it's the school of unified magical theory).\r\n\r\n<title level=\"3\" >Arcane Thesis</title>\r\nDuring your studies to become a full-fledged wizard, you produced a thesis of unique magical research. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like \u201c_On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic_.\u201d\r\n\r\n<title level=\"3\" >Arcane School</title>\r\nMost wizards acquire their knowledge of spells from a formal educational institution, such as the Arcanamirium or the Magaambya. At 1st level, you choose your arcane school, which grants you magical abilities.\n\n You gain additional spells and spell slots from the curriculum taught at the school you attended. Arcane schools are described in detail on page 198. Some wizards follow the school of unified magical theory, which attempts to forge a new school by studying independently and drawing information from a multitude of texts and tutors. Though a wizard with this approach lacks the focus of formal training, they have greater flexibility.\r\n\r\n<title level=\"3\" >Arcane Bond</title>\r\nYou place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.\n\n<document level=\"2\" id=\"action-2260\" />\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [skill feat](/Feats.aspx?Traits=144). You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 2\">Wizard Feats</title>\r\nAt 2nd level and every even-numbered level thereafter, you gain a [wizard class feat](/Feats.aspx?Traits=166).\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a [general feat](/Feats.aspx?Traits=78).\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry's entry.\r\n\r\n<title level=\"3\" right=\"Level 5\">Reflex Expertise</title>\r\nYou've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nExtended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Magical Fortitude</title>\r\nMagical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Perception Expertise</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Weapon Expertise</title>\r\nThrough sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Defensive Robes</title>\r\nThe flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 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.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou command superlative spellcasting ability. Your proficiency ranks for spell attack modifier and spell DC increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Prodigious Will</title>\r\nYour mind is simply too complex and sophisticated to be tampered with. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Archwizard's Spellcraft</title>\r\nYou command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-rank spell slot and can prepare a spell in that slot using wizard spellcasting. Unlike with other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the [Archwizard's Might](/Feats.aspx?ID=662) feat to gain a second slot.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYou are a consummate spellcaster, blending both arcane theory and practical spellcraft. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.", "name": "Wizard", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2023-11-15", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core](/Sources.aspx?ID=216) pg. 192 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe wizard is the arcane master of spellcasting, plucking incredible power from reality through complicated spell formulas. They stride with \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Arcana", "Trained in a number of additional skills equal to 2 plus your Intelligence modifier"], "source": ["Player Core"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core](/Sources.aspx?ID=216) pg. 192 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The wizard is the arcane master of spellcasting, plucking incredible power from reality through complicated spell formulas. They stride with \u2026", "tradition": ["Arcane"], "tradition_markdown": "[Arcane](/SpellLists.aspx?Tradition=1)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=39", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Intelligence"], "attack_proficiency": ["Trained in simple weapons", "Trained in  alchemical bombs", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "8", "icon_image": "/Images/Class/Alchemist_Icon.png", "id": "class-56", "legacy_id": ["class-1"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Alchemist](/Classes.aspx?ID=56)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 56\n\n_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._\r\n\r\n**Key Attribute: Intelligence** <br />\r\nAt 1st level, your class gives you an attribute boost to Intelligence.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many alchemist class features and abilities.\n\n **[Additive](/Traits.aspx?ID=795):** Feats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.\n\n **[Coagulant](/Traits.aspx?ID=796):** Healing alchemical items with the coagulant trait lose effectiveness when many are applied in a short period of time. If a creature heals Hit Points from an item with the coagulant trait, that creature is temporarily immune to healing Hit Points from subsequent items with the coagulant trait for 10 minutes (but not immune to any other effects of those items).\n\n **[Infused](/Traits.aspx?ID=797):** An alchemical item with the infused trait has a limited time before it becomes inert. Any non-permanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Sample Formula Book</title>\r\n\r\nYou can choose any 1st-level common alchemical items for your formula book, but the list below contains a good selection of starter formulas. A beginner's book with these formulas called _The Fundamentals of Alchemy_ has become popular among mainstream alchemists by staying away from controversial topics like mutagens, though it has drawn criticism from fringe alchemists for guiding fledgling alchemists away from more innovative experiments. **Alchemical Item Formulas**: [Alchemist's fire](/Equipment.aspx?ID=2876), [frost vial](/Equipment.aspx?ID=77), [cheetah's elixir](/Equipment.aspx?ID=2884), [elixir of life](/Equipment.aspx?ID=2887), [glue bomb](/Equipment.aspx?ID=2878), [smoke ball](/Equipment.aspx?ID=2913); **Bomber** [Acid flask](/Equipment.aspx?ID=2875), [bottled lightning](/Equipment.aspx?ID=76); **Chirurgeon** [Antidote](/Equipment.aspx?ID=2879), [antiplague](/Equipment.aspx?ID=2880); **Mutagenist** [Bestial mutagen](/Equipment.aspx?ID=82), [cognitive mutagen](/Equipment.aspx?ID=87); **Toxicologist** [Arsenic](/Equipment.aspx?ID=2891), [giant centipede venom](/Equipment.aspx?ID=2898)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Versatile Vials</title>\r\n\r\nYour versatile vials can be thrown like bombs, with the following statistics.\n\n<title level=\"2\" right=\"\">Versatile Vial</title>\n\n<trait label=\"[Acid](/Traits.aspx?ID=524)\" />\n\n<trait label=\"[Alchemical](/Traits.aspx?ID=528)\" />\n\n<trait label=\"[Bomb](/Traits.aspx?ID=548)\" />\n\n<trait label=\"[Consumable](/Traits.aspx?ID=564)\" />\n\n<trait label=\"[Infused](/Traits.aspx?ID=797)\" />\n\n<trait label=\"[Splash](/Traits.aspx?ID=699)\" />\r\n**Usage** held in 1 hand; **Bulk** \u2014<br />**Activate** <actions string=\"Single Action\" /> Strike\n\n---\n\nThis tiny glass flask contains volatile chemicals that can be used offensively in a pinch.\n\n<title level=\"3\" right=\"**Item 1**\">lesser</title>The bomb deals 1d6 acid damage and 1 acid splash damage.\n\n<title level=\"3\" right=\"**Item 4**\">moderate</title>You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage.\n\n<title level=\"3\" right=\"**Item 12**\">greater</title>You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage.\n\n<title level=\"3\" right=\"**Item 18**\">major</title>You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Alchemist</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou keep an eye out for additional ingredients that you can turn into alchemical reagents, while giving advice on all things alchemical and mysterious.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause.</li><li>Get a kick out of wreaking havoc with the alchemical concoctions you've made, and enjoy watching things burn, dissolve, freeze, and jolt.</li><li>Endlessly experiment to discover new, more potent alchemical tools.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Think you're some kind of sorcerer or an eccentric wizard and don't understand that you don't cast spells; spellcasters who clumsily dabble in alchemy only heighten this misconception.</li><li>Don't understand your zeal for alchemy, creativity, and invention.</li><li>Assume that if you haven't caused a catastrophe with your experimentations, you inevitably will.</li></ul>\n\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nExpert in Reflex <br />\r\nTrained in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Crafting](/Skills.aspx?ID=37)<br />Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in [alchemical bombs](/Traits.aspx?ID=548)<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in medium armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in alchemist class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Alchemist. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, alchemy, research field, alchemist feat</td></tr>\r\n<tr><td>2</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>3</td><td>General feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Attribute boosts, ancestry feat, field discovery, powerful alchemy, skill increase</td></tr>\r\n<tr><td>6</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>7</td><td>Alchemical weapon expertise, general feat, skill increase, will expertise</td></tr>\r\n<tr><td>8</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Alchemical expertise, ancestry feat, double brew, perception expertise, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, alchemist feat, skill feat</td></tr>\r\n<tr><td>11</td><td>Advanced vials, chemical hardiness, general feat, skill increase</td></tr>\r\n<tr><td>12</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, greater field discovery, medium armor expertise, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Attribute boosts, alchemical weapon mastery,explosion dodger, general feat, skill increase</td></tr>\r\n<tr><td>16</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Abundant vials, alchemical mastery, ancestry feat, skill increase</td></tr>\r\n<tr><td>18</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, medium armor mastery, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, alchemist feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.\r\n\r\n<title level=\"3\" >Alchemy</title>\r\nYou understand the reactions between all manner of reagents and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use specially prepared chemicals that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.\n\n You gain the [Alchemical Crafting](/Feats.aspx?ID=5117) feat, and you can automatically identify alchemical items that you have the formula for. \n\n<title level=\"3\" right=\"\">Formula Book</title> An alchemist keeps meticulous formulas for every item they can create. You start with a standard [formula book](/Equipment.aspx?ID=2724) for free. The formula book contains the formulas for two common 1st-level [alchemical items](/Equipment.aspx?Category=6) of your choice, in addition to any formulas you gained from Alchemical Crafting and your research field. \n\nEach time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to select the [Inventor](/Feats.aspx?ID=5164) skill feat so you can invent them .\n\n As normal, having the base formula is sufficient when Crafting upgraded types of the item\u2014you don't need to learn higher-level formulas. For instance, if you have the 1st-level formula for a minor elixir of life, you can create a minor, lesser, moderate, greater, major, or true elixir of life as long as you meet the level and other prerequisites. Items with type entries that have widely varied functions require separate formulas, but most alchemical items have a structure similar to elixir of life. \n\n<title level=\"3\" right=\"\">Advanced Alchemy</title> During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first. \n\n<title level=\"3\" right=\"\">Versatile Vials</title> You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you're below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn't prevent you from participating in other exploration activities.\n\n Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. See the sidebar for statistics on using a versatile vial as a bomb. You can also use vials for Quick Alchemy (see below) and your research field can add to the ways you can use a vial.\n\n You can store all your versatile vials within your alchemist's toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can't be duplicated or preserved in any way. \n\n<title level=\"3\" right=\"\">Quick Alchemy</title> You gain the Quick Alchemy action to make the items you need on the fly.  \n\n<document level=\"2\" id=\"action-2801\" />\r\n\r\n<title level=\"3\" >Research Field</title>\r\nYour inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. At 1st level, you choose your research field. This choice gives you more formulas, a special benefit, other abilities for your versatile vials, and other benefits as you level up.\n\nResearch fields can be found [here](ResearchFields.aspx).\r\n\r\n<title level=\"3\" >Alchemist Feats</title>\r\nAt 1st level and every even-numbered level thereafter, you gain an [alchemist class feat](/Feats.aspx?Traits=812).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Field Discovery</title>\r\nYou learn a discovery listed in your research field\r\n\r\n<title level=\"3\" right=\"Level 5\">Powerful Alchemy</title>\r\nAlchemical items you infuse are particularly potent. when you create an infused alchemical item that allows a savingthrow, you can change its DC to your class DC.\r\n\r\n<title level=\"3\" right=\"Level 7\">Alchemical Weapon Expertise</title>\r\nYou\u2019ve trained to more effectively wield the weapons youfind in your lab. Your proficiency ranks for simple weapons,alchemical bombs, and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Will Expertise</title>\r\nYour mental defenses grow stronger. Your proficiency rank for will saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Alchemical Expertise</title>\r\nConstant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert. In addition, when you gather reagents during exploration mode, you can regain three vials instead of two.\r\n\r\n<title level=\"3\" right=\"Level 9\">Double Brew</title>\r\nYou know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, you can create two items. These items don\u2019t have to be the same. If you create two consumables, you have to expend a versatile vial for each one.\r\n\r\n<title level=\"3\" right=\"Level 9\">Perception Expertise</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Advanced Vials</title>\r\nYour experience helps you improve your field vials with a benefit particular to your research field.\r\n\r\n<title level=\"3\" right=\"Level 11\">Chemical Hardiness</title>\r\nImbibing alchemical compounds has strengthened your organs. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 13\">Greater Field Discovery</title>\r\nYou learn an incredible discovery that advances your understanding of your field, as described in your research field.\r\n\r\n<title level=\"3\" right=\"Level 13\">Medium Armor Expertise</title>\r\nYou\u2019ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and to 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Alchemical Weapon Mastery</title>\r\nYou\u2019ve mastered full capability with your weapons. Your proficiency ranks for simple weapons, alchemical bombs, and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Explosion Dodger</title>\r\nYour experiments taught you to fling yourself out of the way of sudden explosions. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Abundant Vials</title>\r\nYou\u2019re permanently quickened, and can use the extra action only to use Quick Alchemy to create a quick vial. You can create only one vial with this action, even if you have double brew or a similar ability.\r\n\r\n<title level=\"3\" right=\"Level 17\">Alchemical Mastery</title>\r\nYour concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Medium Armor Mastery</title>\r\nYour skill with light and medium armor improves, increasing your ability to avoid blows. Your proficiency ranks for light and medium armor, as well as for unarmed defense, increase to master.", "name": "Alchemist", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2024-08-01", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 56\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSmart and resourceful, the alchemist crafts alchemical items\u2014such as bombs, elixirs, and poisons\u2014that they use to defeat foes and aid allies.\r\n</summary>", "skill_proficiency": ["Trained in  Crafting", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 56", "speed": {}, "summary_markdown": "Smart and resourceful, the alchemist crafts alchemical items\u2014such as bombs, elixirs, and poisons\u2014that they use to defeat foes and aid allies.", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=56", "weakness": {}, "will_proficiency": "Trained"}, {"attribute": ["Strength"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "12", "icon_image": "/Images/Class/Barbarian_Icon.png", "id": "class-57", "legacy_id": ["class-2"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Barbarian](/Classes.aspx?ID=57)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 70\n\n_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._\r\n\r\n**Key Attribute: Strength** <br />\r\nAt 1st level, your class gives you an attribute boost to Strength.\r\n\r\n**Hit Points: 12 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many barbarian class features.\n\n **[Flourish](/Traits.aspx?ID=606):** Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.\n\n **[Rage](/Traits.aspx?ID=680):** You must be raging to use abilities with the rage trait, and they end automatically when you stop raging.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Barbarian</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou summon your rage and rush to the front lines to smash your way through. Offense is your best defense\u2014you'll need to drop foes before they can exploit your relatively low defenses.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou use intimidation to get what you need, especially when gentler persuasion can't get the job done.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou look out for danger, ready to charge 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!\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have a deep-seated well of anger, hatred, or frustration.</li><li>Prefer a straightforward approach to one requiring patience and tedium.</li><li>Engage in a regimen of intense physical fitness.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Rely on your courage and your strength, and trust that you can hold your own in a fight.</li><li>See you as uncivilized or a boorish lout unfit for high society.</li><li>Believe that you are loyal to your friends and allies and will never relent until the fight is done.</li></ul>\n\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Athletics](/Skills.aspx?ID=36)<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in medium armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in barbarian class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Barbarian. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, Rage, Quick-Tempered, instinct, barbarian feat</td></tr>\r\n<tr><td>2</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>3</td><td>Furious footfalls, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ancestry feat, attribute boosts, brutality, skill increase</td></tr>\r\n<tr><td>6</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>7</td><td>General feat, juggernaut, skill increase, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, raging resistance, reflex expertise, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, barbarian feat, skill feat</td></tr>\r\n<tr><td>11</td><td>General feat, mighty rage, skill increase</td></tr>\r\n<tr><td>12</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, greater juggernaut, medium armor expertise, skill increase, weapon mastery</td></tr>\r\n<tr><td>14</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Attribute boosts, general feat, greater weapon specialization, indomitable will, skill increase</td></tr>\r\n<tr><td>16</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, perception mastery, revitalizing rage, skill increase</td></tr>\r\n<tr><td>18</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>19</td><td>Armor mastery, devastator, general feat, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, barbarian feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level you gain a number of proficiencies that represent your basic training, noted at the start of this class.\r\n\r\n<title level=\"3\" >Rage</title>\r\nYou gain the Rage action, which lets you fly into a frenzy. \n\n<document level=\"2\" id=\"action-2802\" />\r\n\r\n<title level=\"3\" >Quick-Tempered</title>\r\nYou gain the Quick-Tempered free action, which lets you Rage at the slightest provocation. \n\n<document level=\"2\" id=\"action-2803\" />\r\n\r\n<title level=\"3\" >Instinct</title>\r\nYour rage wells up from a dominant instinct\u2014one you learned from a tradition or that comes naturally to you. Your instinct gives you an ability, requires you to avoid certain behaviors, grants you increased damage and resistances at higher levels, and allows you to select feats tied to your instinct. \n\nInstincts can be found [here](Instincts.aspx).\r\n\r\n<title level=\"3\" >Barbarian Feats</title>\r\nAt 1st level and every even-numbered level thereafter, you gain a [barbarian class feat](/Feats.aspx?Traits=813).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Furious Footfalls</title>\r\nThe urge to fight drives you ever forward. You gain a +5-foot status bonus to your Speed. This bonus increases to +10 feet while you\u2019re [raging](/Actions.aspx?ID=2802).\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Brutality</title>\r\nYour fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and [unarmed](/Traits.aspx?ID=719) attacks increase to expert. While [raging](/Actions.aspx?ID=2802), you have the critical specialization benefits for melee weapons and unarmed attacks.\r\n\r\n<title level=\"3\" right=\"Level 7\">Juggernaut</title>\r\nYour body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYour rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you\u2019re a master, and 4 if you\u2019re legendary. You gain your instinct\u2019s specialization ability.\r\n\r\n<title level=\"3\" right=\"Level 9\">Raging Resistance</title>\r\nRepeated exposure and toughened skin allow you to fend off harm. While [raging](/Actions.aspx?ID=2802), you gain [resistance](/Rules.aspx?ID=2318) equal to 3 + your Constitution modifier to damage types based on your instinct.\r\n\r\n<title level=\"3\" right=\"Level 9\">Reflex Expertise</title>\r\nYou\u2019ve developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Mighty Rage</title>\r\nYour rage intensifies and lets you hit harder at the start of a fight. Your proficiency rank for your barbarian class DC increases to expert. In addition, when you use [Quick-Tempered](/Actions.aspx?ID=2803), the first Strike you make during your first turn deals additional damage equal to your [Rage](/Actions.aspx?ID=2802) damage.\r\n\r\n<title level=\"3\" right=\"Level 13\">Greater Juggernaut</title>\r\nYou have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.\r\n\r\n<title level=\"3\" right=\"Level 13\">Medium Armor Expertise</title>\r\nYou\u2019ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Mastery</title>\r\nYour rage makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and [unarmed](/Traits.aspx?ID=719) attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nThe weapons you\u2019ve mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary. You gain a greater benefit from your instinct\u2019s specialization ability.\r\n\r\n<title level=\"3\" right=\"Level 15\">Indomitable Will</title>\r\nYour rage makes it difficult to control you. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Perception Mastery</title>\r\nYour instinct heightens each of your senses further. Your proficiency rank for [Perception](/Rules.aspx?ID=2298) increases to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Revitalizing Rage</title>\r\nYour rage sustains you more frequently, leaving you ready to jump into battle anew. Instead of needing to wait 1 minute before you can gain [temporary Hit Points](/Rules.aspx?ID=2321) from [Rage](/Actions.aspx?ID=2802) again, you need only to spend at least one full turn not in a Rage.\r\n\r\n<title level=\"3\" right=\"Level 19\">Armor Mastery</title>\r\nYour training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Devastator</title>\r\nYour Strikes are so devastating that you hardly care about resistance, and your barbarian abilities are unparalleled. Your proficiency rank for your barbarian class DC increases to master. Your melee Strikes ignore up to 10 [resistance](/Rules.aspx?ID=2318) to the physical damage they deal.", "name": "Barbarian", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2024-08-01", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 70\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe barbarian is a fearsome embodiment of rage, unleashing the unstoppable power of their fury against anyone who stands in their way.\r\n</summary>", "skill_proficiency": ["Trained in  Athletics", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 70", "speed": {}, "summary_markdown": "The barbarian is a fearsome embodiment of rage, unleashing the unstoppable power of their fury against anyone who stands in their way.", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=57", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Strength", "Dexterity"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "10", "icon_image": "/Images/Class/Champion_Icon.png", "id": "class-58", "legacy_id": ["class-4"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Champion](/Classes.aspx?ID=58)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 86\n\n_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._\r\n\r\n**Key Attribute: Strength or Dexterity** <br />\r\nAt 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see these terms in many champion class features.\n\n **[Flourish](/Traits.aspx?ID=606):** Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.\n\n **[Sanctified](/Traits.aspx?ID=519):** If you are holy or unholy, your sanctified actions and spells gain the same trait.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Champion</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou are a voice of devoted authority, with strong intentions to embody the behaviors your deity encourages.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and\u2014when your fellow adventurers ask for it\u2014providing guidance with a sure hand.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Believe the righteousness of your cause will triumph, no matter how grim the odds.</li><li>Explain how the teachings of your deity apply to decisions and actions in everyday life.</li><li>Be a bit overprotective of your allies.</li></ul>\n\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>See you as a symbol of your deity, and carry over their opinions of that deity to you.</li><li>Worry you secretly despise them for not living up to your impossible standard, or that you are unwilling to compromise when necessary.</li><li>Know that you've sworn divine oaths of service they can trust you to keep.</li></ul>\n\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Religion](/Skills.aspx?ID=46)<br /> Trained in one skill determined by your choice of deity<br /> Trained in a number of additional skills equal to 2 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in all armor<br /> Trained in unarmored defense\n\n<title level=\"3\">Class DC</title>\r\nTrained in champion class DC\r\n\r\n<title level=\"3\">Spells</title>\r\nTrained in spell attack modifier<br /> Trained in spell DC\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Champion. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, deity, cause, devotion spells, champion feat, shield block</td></tr>\r\n<tr><td>2</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>3</td><td>Blessing of the devoted, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Attribute boosts, ancestry feat, skill increase, weapon expertise</td></tr>\r\n<tr><td>6</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>7</td><td>Armor expertise, general feat, skill increase, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, champion expertise, reflex expertise, relentless reaction, sacred body, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, champion feat, skill feat</td></tr>\r\n<tr><td>11</td><td>Divine will, exalted reaction, general feat, perception expertise, skill increase</td></tr>\r\n<tr><td>12</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, armor mastery, skill increase weapon mastery</td></tr>\r\n<tr><td>14</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Attribute boosts, general feat, greater weapon specialization, skill increase</td></tr>\r\n<tr><td>16</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, champion mastery, legendary armor, skill increase</td></tr>\r\n<tr><td>18</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, hero\u2019s defiance, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, champion feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.\r\n\r\n<title level=\"3\" >Deity</title>\r\nAs a champion, you are a warrior in the name of a deity you revere above all others. The most common deities in Pathfinder appear on pages 35\u201339 of Player Core, along with their edicts, areas of concern, and the benefits you get for being a devotee of that deity. Choose one [deity](Deities.aspx). \n\n<title level=\"3\" right=\"\">Skill</title> You become trained in the divine skill listed for your deity. As normal, if you're already trained in that skill, you become trained in a different skill of your choice. \n\n<title level=\"3\" right=\"\">Anathema</title>Champions care deeply about the edicts and anathema they take from their deity, sanctification, and cause. As with any implementation of edicts and anathema in the rules, these are a tool for roleplaying between you, the GM, and the other players at the table\u2014you're still playing a nuanced character, not strictly following a script.\n\n Acts fundamentally opposed to your deity's ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.\n\n Similarly, using items, spells, or actions that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, assisting with a ritual that raises undead would be anathema to Pharasma, the goddess of death. Many actions that are anathema don't appear in any deity's formal list. For borderline cases, you and your GM determine which acts are anathema.\n\n If you perform enough acts that are anathema to your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your holy or unholy trait, your focus pool, and your blessing of the devoted. These abilities can be regained only if you repent by conducting an [_atone_](/Rituals.aspx?ID=108) ritual. If your deity doesn't require the specific sanctification you had, your GM might let you retrain your sanctification and cause while still following the same deity. \n\n<title level=\"3\" right=\"\">Sanctification</title> Depending on your deity, their sanctification can make you [holy](/Traits.aspx?ID=517) or [unholy](/Traits.aspx?ID=521). This commits you to one side of a struggle over souls. Whether you become holy, unholy, or neither will limit your choice of causes, devotion spells, and feats.\n\n If you \u201ccan be\u201d holy or unholy according to your deity's sanctification entry, you make that choice, and if you \u201cmust be\u201d holy or unholy, you gain the trait automatically. If the deity lists \u201cnone,\u201d you can choose only options that don't require the holy or unholy trait. If you are holy or unholy and gain the opposing trait in some way, you lose the previous trait until you _atone_.\n\n Unholy sanctification for a champion can be extremely disruptive to a typical game and should be a player character option only in appropriate adventures or campaigns where the group collectively decides to embrace them. Unholy sanctification and causes are uncommon options. **Holy:** You gain the [holy](/Traits.aspx?ID=517) trait and add that trait to any Strikes you make. You gain the edict, \u201cDo not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them\u201d and the anathema \u201cCommit murder.\u201d Even if your game includes behavior outside the Pathfinder [baseline](/Rules.aspx?ID=2265), the acts listed there are anathema to you. **Unholy:** You gain the [unholy](/Traits.aspx?ID=521) trait and add that trait to any Strikes you make. You gain the edict, \u201cDo not put another's needs before your own or those of your deity\u201d and the anathema \u201cCommit an entirely altruistic act, such as giving something away in charity\u201d and \u201cPut anyone's needs before those of your deity.\u201d None of these prevents you from performing acts others might consider helpful, but these acts must be done with the expectation that they ultimately further your own goals or those of your deity. \n\n<title level=\"3\" right=\"\">Deific Weapon</title> You zealously bear your deity's favored weapon. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). If the weapon is uncommon, you gain access to it, and if it's an advanced weapon, you treat it as a martial weapon for the purposes of proficiency. \n\n<title level=\"3\" right=\"\">Champion's Aura</title> You're surrounded by an aura in a 15-foot emanation. It has the [aura](/Traits.aspx?ID=542) and [divine](/Traits.aspx?ID=579) traits. Any follower of your deity within the aura immediately knows you're a champion of your deity. This aura is used as the range for your champion's reaction and for various other effects. You can suppress or resume the aura as a single action, which has the [concentrate](/Traits.aspx?ID=561) trait, and it ends if you fall unconscious.\r\n\r\n<title level=\"3\" >Cause</title>\r\nYou devote yourself to a specific cause in your deity\u2019s name. Some causes are limited to certain sanctifications. Your cause adds to your edicts and anathema and grants you a special protective reaction called your champion\u2019s reaction.\n\nCauses can be found [here](Causes.aspx).\r\n\r\n<title level=\"3\" >Devotion Spells</title>\r\nYour deity's power grants you special divine spells called devotion spells, which are a type of focus spell. Choose either [_shields of the spirit_](/Spells.aspx?ID=2049) or a spell based on your deity's divine font ([_lay on hands_](/Spells.aspx?ID=2047) if your deity allows heal, [_touch of the void_](/Spells.aspx?ID=2048) if your deity allows harm).\n\n It costs 1 Focus Point to cast a focus spell. When you gain your first devotion spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the [Refocus](/Actions.aspx?ID=2621) activity to pray to your deity or do service toward their causes.\n\n Your devotion spells are divine spells. Your spellcasting attribute is Charisma.\n\n [Focus spells](/Rules.aspx?ID=2228) are automatically heightened to half your level rounded up. 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 can never be more than 3 points.\r\n\r\n<title level=\"3\" >Champion Feats</title>\r\nAt 1st level and every even-numbered level thereafter, you gain a [champion class feat](/Feats.aspx?Traits=811).\r\n\r\n<title level=\"3\" >Shield Block</title>\r\nYou gain the [Shield Block](/Feats.aspx?ID=5212) general feat, a reaction that lets you reduce damage with your shield.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Blessing of the Devoted</title>\r\nYour deity blesses your service with a boon. This might come in the form of a spirit that visits you and inhabits your items or body, a mysterious divine tattoo upon your body, or the like. Choose one of the following blessings, or any other to which you have access.\n\n **Blessed Armament:** Select one weapon or [handwraps of mighty blows](/Equipment.aspx?ID=3086). You gain that armament's critical specialization effect, and you grant the armament a property rune of your choice from the following list: [fearsome](/Equipment.aspx?ID=2837), [ghost touch](/Equipment.aspx?ID=2840), [returning](/Equipment.aspx?ID=2845), [shifting](/Equipment.aspx?ID=2846), or [vitalizing](/Equipment.aspx?ID=2852). During your daily preparations, you can change the spirit to inhabit a different armament, grant a different rune, or both.\n\n **Blessed Shield:** In your hands, a shield gains the minor [_reinforcing_](/Equipment.aspx?ID=2811) rune. As you go up in level, the shield gains the _reinforcing_ rune of your level (lesser at 7th level, moderate at 10th level, greater at 13th level, major at 16th level, and supreme at 19th level). If your shield already has the appropriate _reinforcing_ rune for your level, or if it's a [sturdy shield](/Equipment.aspx?ID=2828) of the same level as the appropriate _reinforcing_ rune, the shield's Hardness instead increases by 1.\n\n **Blessed Swiftness:** You gain a +5-foot status bonus to Speed. If you're mounted, your mount gains the bonus instead. In addition, when the movement of one of your allies triggers an enemy's reaction while the ally is in your champion's aura, the ally gains a +2 status bonus to all defenses against that reaction.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or to increase your proficiency rank in one skill in which you\u2019re already trained to expert.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Weapon Expertise</title>\r\nYou\u2019ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Armor Expertise</title>\r\nYou have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you\u2019re an expert. This damage increases to 3 if you\u2019re a master, and to 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Champion Expertise</title>\r\nPrayers strengthen your divine power. Your proficiency ranks for your champion class DC, spell attack modifier, and spell DC increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Reflex Expertise</title>\r\nYou\u2019ve developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Relentless Reaction</title>\r\nYour champion\u2019s reaction improves, typically to punish the attacker with spiritual backlash. It gainsthe relentless reaction benefit listed in your cause below your champion\u2019s reaction.\r\n\r\n<title level=\"3\" right=\"Level 9\">Sacred Body</title>\r\nThe power of your deity keeps your body safe from harm, as true an edifice of the faith as a great temple. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Divine Will</title>\r\nYour faith grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Exalted Reaction</title>\r\nYour champion\u2019s reaction exalts nearby allies, allowing them to benefit as well. When you use your champion\u2019s reaction, you also get the effect listed for its exalted reaction.\r\n\r\n<title level=\"3\" right=\"Level 11\">Perception Expertise</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Armor Mastery</title>\r\nYour 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.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Mastery</title>\r\nYou fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 17\">Champion Mastery</title>\r\nYou\u2019ve mastered your champion techniques and divine spells. Your proficiency ranks for your champion class DC, spell attack modifier, and spell DC increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Legendary Armor</title>\r\nYou shield yourself with steel as easily as with faith. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Hero's Defiance</title>\r\nYou can continue fighting as long as you have divine energy. You gain the hero\u2019s defiance devotion spell", "name": "Champion", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2024-08-01", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 86\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWielding a weapon of their faith, the champion fights for a cause espoused by their deity. A champion is steadfast in their beliefs, whether \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 86", "speed": {}, "summary_markdown": "Wielding a weapon of their faith, the champion fights for a cause espoused by their deity. A champion is steadfast in their beliefs, whether \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=58", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Intelligence"], "attack_proficiency": ["Trained in simple and martial weapons", "Trained in unarmed attack"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Investigator_Icon.png", "id": "class-59", "legacy_id": ["class-13"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Investigator](/Classes.aspx?ID=59)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 100\n\n_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._\r\n\r\n**Key Attribute: Intelligence** <br />\r\nAt 1st level, your class gives you an attribute boost to Intelligence.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">What Can I Investigate?</title>\r\n\r\nThe detail you can investigate is typically a single item, creature, or small location (such as a room or corridor), though the GM might allow a different scope for your investigation. Physical clues are usually the best starting point, but the GM might allow you to start an investigation from a rumor you learned or a similar clue. For instance, finding a muddy footprint is enough to ask about the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. The question at the heart of your investigation should be wide-ranging and not answerable through quick observation or a single die roll. \u201cIs this footprint made of mud?\u201d is simple for an investigator to answer, but \u201cWho left these footprints?\u201d or \u201cWhat location did this mud come from?\u201d both have enough potential for an investigation.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Investigator</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYour 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nFew 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!\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Start asking questions\u2014including several that are quite involved\u2014immediately after you're presented with a conundrum.</li><li>Strive to uncover the deeper meanings behind anything you encounter and to identify the social machinations that truly drive events behind the scenes.</li><li>Get so involved in a case that you ignore other matters, deeming them trivial.</li></ul>\n\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Find the cascades of information you spout forth extremely helpful, if difficult to fully comprehend.</li><li>Get a bit annoyed that you're such a know-it-all.</li><li>Rely on you to solve mysteries, puzzles, or other challenges requiring intellectual curiosity and reasoning.</li></ul>\n\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nExpert in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Society](/Skills.aspx?ID=47)<br /> Trained in one or more skills determined by your methodology<br /> Trained in a number of additional<br /> skills equal to 4 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple and martial weapons<br /> Trained in unarmed attack\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in investigator class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Investigator. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, on the case, Devise A Stratagem, methodology, investigator feat, strategic strike 1d6</td></tr>\r\n<tr><td>2</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>3</td><td>General feat, keen recollection, skill increase, skillful lesson</td></tr>\r\n<tr><td>4</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>5</td><td>Ancestry feat, attribute boosts, skill increase, skillful lesson, strategic strike 2d6, weapon expertise</td></tr>\r\n<tr><td>6</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>7</td><td>General feat, skill increase, skillful lesson, vigilant senses, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, fortitude expertise, investigator expertise, skill increase, skillful lesson, strategic strike 3d6</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>11</td><td>Deductive improvisation, dogged will, general feat, skill increase, skillful lesson</td></tr>\r\n<tr><td>12</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, incredible senses, light armor expertise, skill increase, skillful lesson, strategic strike 4d6, weapon mastery</td></tr>\r\n<tr><td>14</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>15</td><td>Attribute boosts, general feat, greater weapon specialization, savvy reflexes, skill increase, skillful lesson</td></tr>\r\n<tr><td>16</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, greater dogged will, skill increase, skillful lesson, strategic strike 5d6</td></tr>\r\n<tr><td>18</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>19</td><td>General feat, light armor mastery, master detective, skill increase, skillful lesson</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, investigator feat, skill feat, skill increase</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.\r\n\r\n<title level=\"3\" >On the Case</title>\r\nAs an investigator, you think of your adventures as cases  waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.\n\n<document level=\"2\" id=\"action-2811\" />\n\n<document level=\"2\" id=\"action-2812\" />\r\n\r\n<title level=\"3\" >Devise a Stratagem</title>\r\nYou can play out a battle in your head, using brains rather than brawn to execute an attack. \n\n<document level=\"2\" id=\"action-2813\" />\r\n\r\n<title level=\"3\" >Methodology</title>\r\nYour studies have made you savvy in a broad spectrum of areas, but one particular investigative process drew your intense\u2014even obsessive\u2014interest. Choose a methodology. \n\nMethodologies can be found [here](Methodologies.aspx?ID=).\r\n\r\n<title level=\"3\" >Investigator Feats</title>\r\nAt 1st level and every even-numbered level, you gain an [investigator class feat](/Feats.aspx?Traits=818).\r\n\r\n<title level=\"3\" >Strategic Strike</title>\r\nWhen you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier to your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage. As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Increases</title>\r\nYou 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Keen Recollection</title>\r\nYou can recall pertinent facts on topics that aren\u2019t your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skillful Lessons</title>\r\nAt 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Weapon Expertise</title>\r\nYou\u2019ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Vigilant Senses</title>\r\nThrough your adventures, you\u2019ve developed keen awareness and attention to detail. Your proficiency rank in Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou can inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and to 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Fortitude Expertise</title>\r\nYour physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Investigator Expertise</title>\r\nYou\u2019ve refined your investigative techniques to an exceptional degree. Your circumstance bonus from Pursue a Lead increases to +2. Your proficiency rank for your investigator class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Deductive Improvisation</title>\r\nYou use your skills at deduction to perform whatever task is necessary to solve the case. You can attempt any check that requires you to be trained in a skill, even if you\u2019re untrained in it; you can attempt any check that requires you to have expert proficiency in a skill so long as you\u2019re trained in it; and you can attempt any check that requires you to have master proficiency in a skill as long as you have expert proficiency in it.\r\n\r\n<title level=\"3\" right=\"Level 11\">Dogged Will</title>\r\nIn your pursuit of truth and knowledge, you won\u2019t be dissuaded. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 13\">Incredible Senses</title>\r\nYou notice things that are almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Mastery</title>\r\nYou fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Savvy Reflexes</title>\r\nWith an eye for incoming danger, you masterfully keep yourself out of harm\u2019s way. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Greater Dogged Will</title>\r\nYour willpower becomes truly unbreakable. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 19\">Light Armor Mastery</title>\r\nYour skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Master Detective</title>\r\nAs a master detective, you can solve any case and find all the clues available. Your reputation precedes you, and even the most skilled criminals and deceivers fear you. Your proficiency rank for your investigator class DC increases to master.\n\n In addition, if you enter a new location that includes another clue toward answering the question at the heart of one of your active investigations, the GM informs you of the existence of the clue and its type: an object, person, spell effect, or the like. When you find the clue, the GM informs you that you've done so.\n\n If there is more than one clue in the location, the GM chooses one to inform you about. When you find any of the clues in that location, the GM informs you that you've done so, even if it wasn't the clue they'd chosen or there are other clues you haven't found.", "name": "Investigator", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2024-08-01", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 100\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nClever and insightful, the investigator solves mysteries and teems with knowledge. In battle, they play out every possibility in advance.\r\n</summary>", "skill_proficiency": ["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"], "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 100", "speed": {}, "summary_markdown": "Clever and insightful, the investigator solves mysteries and teems with knowledge. In battle, they play out every possibility in advance.", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=59", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Strength", "Dexterity"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Untrained in all armor", "Expert in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "10", "icon_image": "/Images/Class/Monk_Icon.png", "id": "class-60", "legacy_id": ["class-8"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Monk](/Classes.aspx?ID=60)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 114\n\n_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._\r\n\r\n**Key Attribute: Strength or Dexterity** <br />\r\nAt 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many monk abilities.\n\n**[Flourish](/Traits.aspx?ID=606)**: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.\n\n**[Incapacitation](/Traits.aspx?ID=631)**: An ability with this trait can take a character out of the fight. But when you use an incapacitation effect against a creature of higher level than you, you reduce the degree of success of your attack roll by one step, and that creature improves the degree of success of its saving throws for that effect by one step.\n\n**Qi Spells**: By tapping into an inner reserve of energy, called qi, you can cast special spells called qi spells, which are a type of [focus spell](/Rules.aspx?ID=2228). It costs 1 Focus Point to cast a focus spell. When you gain your first qi spell, you decide whether your qi spells are divine or occult spells, and you become trained in spell attack modifiers and spell DCs; your key spellcasting attribute is Wisdom. You also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to steady your mind and breath to draw in more qi from the world around you. Focus spells are automatically heightened to half your level rounded up. 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.\n\n **[Stance](/Traits.aspx?ID=701)**: A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action that has the stance trait, you can't take another one for 1 round. You can enter or be in a stance only in encounter mode. You can [Dismiss](/Actions.aspx?ID=2311) a stance.\n\n **[Venomous](/Traits.aspx?ID=785)**: These weapons inject poison into every hit. When you hit a creature with this weapon, it deals an additional 1 [persistent poison damage](/Conditions.aspx?ID=29). This increases to 2 persistent poison damage if the weapon has a _greater striking rune_.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Monk</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYour perceptiveness lets you see through falsehoods, and your philosophical training provides insight into any situation.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou diligently exercise, eat healthy foods, meditate, and study various philosophies. You might also take up a craft that you strive to perfect.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Maintain a regimen of physical training and meditation.</li><li>Face adversity with a calm and measured approach, never panicking or succumbing to despair.</li><li>Look to the future for ways you can improve, while remaining at peace with your present self.</li></ul>\n\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Marvel at your feats of physical prowess.</li><li>Think you're more than a bit uptight, given your vows and tenets.</li><li>Come to you for philosophical advice.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nExpert in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in a number of skills equal to 4 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor<br />Expert in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in monk class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Monk. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, flurry of blows, monk feat, powerful fist</td></tr>\r\n<tr><td>2</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>3</td><td>General feat, incredible movement +10 feet, mystic strikes, skill increase</td></tr>\r\n<tr><td>4</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Attribute boosts, ancestry feat, expert strikes, perception expertise, skill increase</td></tr>\r\n<tr><td>6</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>7</td><td>General feat, incredible movement +15 feet, path to perfection, skill increase, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, metal strikes, monk expertise, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, monk feat, skill feat</td></tr>\r\n<tr><td>11</td><td>General feat, incredible movement +20 feet, second path to perfection, skill increase</td></tr>\r\n<tr><td>12</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, graceful mastery, master strikes, skill increase</td></tr>\r\n<tr><td>14</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Attribute boosts, general feat, greater weapon specialization, incredible movement +25 feet, skill increase, third path to perfection</td></tr>\r\n<tr><td>16</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Adamantine strikes, ancestry feat, graceful legend, skill increase</td></tr>\r\n<tr><td>18</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, incredible movement +30 feet, perfected form, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, monk feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.\r\n\r\n<title level=\"3\" >Flurry of Blows</title>\r\nYou can attack rapidly with the Flurry of Blows action. \n\n<document level=\"2\" id=\"action-2817\" />\r\n\r\n<title level=\"3\" >Monk Feats</title>\r\nAt 1st level and every even-numbered level thereafter, you gain a [monk class feat](/Feats.aspx?Traits=656).\r\n\r\n<title level=\"3\" >Powerful Fist</title>\r\nYour fists are deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. You don\u2019t take the normal \u20132 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Incredible Movement</title>\r\nYou move like the wind. You gain a +10-foot status bonus to your Speed whenever you\u2019re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.\r\n\r\n<title level=\"3\" right=\"Level 3\">Mystic Strikes</title>\r\nFocusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as [handwraps of mighty blows](/Equipment.aspx?ID=3086) to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Expert Strikes</title>\r\nYou\u2019ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert. When you get a critical hit with an unarmed attack in the brawling group, you get its critical specialization effect.\r\n\r\n<title level=\"3\" right=\"Level 5\">Perception Expertise</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Path to Perfection</title>\r\nYou have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Metal Strikes</title>\r\nYou can adjust your body to strike with the mystic energy of rare metals. Your unarmed attacks are treated as cold iron and silver. This allows you to deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.\r\n\r\n<title level=\"3\" right=\"Level 9\">Monk Expertise</title>\r\nYour proficiency rank for your monk class DC increases to expert. If you have qi spells, your proficiency rank for spell attacks and spell DCs increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Second Path to Perfection</title>\r\nYou\u2019ve learned to find perfection in every success. Choose a different saving throw than the one you chose for yourpath to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.\r\n\r\n<title level=\"3\" right=\"Level 13\">Graceful Mastery</title>\r\nYou move with perpetual grace, turning aside blows. Your proficiency rank for unarmored defense increases to master.\r\n\r\n<title level=\"3\" right=\"Level 13\">Master Strikes</title>\r\nYou\u2019ve honed your body into an even deadlier weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Third Path to Perfection</title>\r\nYou have made great progress in your personal studies of enlightenment. Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 17\">Adamantine Strikes</title>\r\nWhen you focus your will into your limbs, your blows are as unyielding as the hardest of metals. Your unarmed attacks are treated as adamantine.\r\n\r\n<title level=\"3\" right=\"Level 17\">Graceful Legend</title>\r\nYour sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defense increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have qi spells, your proficiency rank for spell attack modifiers and spell DCs increases to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Perfected Form</title>\r\nYou have purged incompetence from your techniques. On your first Strike of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.", "name": "Monk", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2024-08-01", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 114\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe monk seeks perfection in all things, including using their body as the perfect weapon. They can transform into a blur of deadly blows in an \u2026\r\n</summary>", "skill_proficiency": ["Trained in a number of skills equal to 4 plus your Intelligence modifier"], "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 114", "speed": {}, "summary_markdown": "The monk seeks perfection in all things, including using their body as the perfect weapon. They can transform into a blur of deadly blows in an \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=60", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Charisma"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Oracle_Icon.png", "id": "class-61", "legacy_id": ["class-14"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Oracle](/Classes.aspx?ID=61)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 128\r\n\r\n_[**PFS Note**](/pathfinder-society) The oracle\u2019s Spells Per Day table is correct about their number of spells and spell slots. The text explaining their spellcasting was not updated to match._\r\n\r\n_Your conduit to divine power eschews the traditional channels of prayer and servitude\u2014you instead glean sacred truths and great mysteries embodied in overarching concepts, 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, which you might uphold as an instrument of the divine or view as punishment from the gods._\r\n\r\n**Key Attribute: Charisma** <br />\r\nAt 1st level, your class gives you an ability boost to Charisma.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see these key terms in many oracle class features.\n\n **[Cursebound](/Traits.aspx?ID=800)**: Abilities with this trait tighten your oracular curse's grasp on your soul in exchange for divine insights, giving you the cursebound condition (see below). When you use a cursebound ability, you become cursebound 1, or if you were already cursebound, you increase the value of your cursebound condition by 1. As cursebound abilities are directly linked to your oracular curse, you can't use a cursebound ability if you don't have an oracular curse or if you are already at your maximum cursebound value. You can't mitigate or bypass the drawbacks of any cursebound ability with spells or other effects, and the effects of any cursebound ability end when you Refocus and remove the cursebound condition.\n\n **[Fortune](/Traits.aspx?ID=612) and [Misfortune](/Traits.aspx?ID=654):** Fortune and misfortune effects can alter how you roll your dice. You can never have more than one fortune and one misfortune effect come into play on a single roll. If multiple fortune effects would apply, you must pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it. If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.\n\n **[Spellshape](/Traits.aspx?ID=513):** Actions with the spellshape trait tweak the properties of your spells. These actions usually come from spellshape feats. You must use a spellshape action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The Cursebound Condition</title>\r\n\r\nYour oracular curse is constricting around you as you receive divine punishment after drawing too deeply on your mystery's powers. Cursebound is a condition that affects only creatures with an oracular curse, and cursebound always includes a value. Your specific oracular curse imposes unique negative effects depending on your cursebound value. You can remove the cursebound condition only by [Refocusing](/Actions.aspx?ID=2621).\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Oracle</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou rely upon the insights drawn from your mystery. You might leverage your curse to intimidate people or hide its effects to better blend in.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>View your oracular powers as a blessing, a curse, or both.</li><li>Push yourself to the limits of what you can withstand to work great acts of magic.</li><li>Rely on magical items to provide a pool of safer and more reliable magic.</li></ul>\n\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Don't realize your spellcasting draws upon divine power and instead believe you command stranger\u2014and possibly evil\u2014powers.</li><li>Assume you performed some terrible transgression to become cursed by the gods.</li><li>Admire your determination and the sacrifices you make to perform wondrous acts.</li></ul>\n\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Religion](/Skills.aspx?ID=46)<br /> Trained in one or more skills determined by your mystery<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in oracle class DC\r\n\r\n<title level=\"3\">Spells</title>\r\nTrained in spell attack modifier<br />Trained in spell DC\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Oracle. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, oracle spellcasting, spell repertoire, mystery</td></tr>\r\n<tr><td>2</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>3</td><td>2nd-rank spells, general feat, signature spells, skill increase</td></tr>\r\n<tr><td>4</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>5</td><td>3rd-rank spells, attribute boosts, ancestry feat, skill increase</td></tr>\r\n<tr><td>6</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>7</td><td>4th-rank spells, expert spellcaster, general feat, mysterious resolve, skill increase</td></tr>\r\n<tr><td>8</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>9</td><td>5th-rank spells, ancestry feat, magical fortitude, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, oracle feat, skill feat</td></tr>\r\n<tr><td>11</td><td>6th-rank spells, divine access, general feat, major curse, oracular senses, skill increase, weapon expertise</td></tr>\r\n<tr><td>12</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>13</td><td>7th-rank spells, ancestry feat, light armor expertise, premonition\u2019s reflexes, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>15</td><td>8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>17</td><td>9th-rank spells, ancestry feat, extreme curse, greater mysterious resolve, skill increase</td></tr>\r\n<tr><td>18</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, legendary spellcaster, oracular clarity, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, oracle feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The oracular clarity class feature gives you a 10th-level spell slot that works differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.\r\n\r\n<title level=\"3\" >Oracle Spellcasting</title>\r\nYou have an unfiltered connection to the great powers of the universe and the planes beyond, and you can let this power spill forth in the form of divine magic. You are a spellcaster, and you can cast spells of the divine tradition using the Cast a Spell activity. As an oracle, when you cast spells, your incantations may spill from your lips rapidly as you speak in tongues or intone in a voice not quite your own, and your gestures might be wild and unrestrained as religious ecstasy briefly touches your mind.\n\n Each day, you can cast up to two 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.\n\n As you increase in level as an oracle, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Oracle Spells per Day table.\n\n Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifiers and spell DCs use your Charisma modifier.  \n\n<title level=\"3\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they are [heightened](/Rules.aspx?ID=2225371) to certain ranks. The signature spells class feature lets you heighten certain spells freely. \n\n<title level=\"3\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up\u2014 this is usually equal to the highest rank of oracle spell slot you have. For example, as a 1st-level oracle, your cantrips are 1st-rank spells, and as a 5th-level oracle, your cantrips are 3rd-rank spells.\r\n\r\n<title level=\"3\" >Spell Repertoire</title>\r\nThe collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.\n\n You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.\n\n Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.\n\n<title level=\"3\" right=\"\">Swapping Spells In Your Repertoire</title> As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by [retraining](/Rules.aspx?ID=2447) during downtime.\r\n\r\n<title level=\"3\" >Mystery</title>\r\nAn oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle's mystery, a source of divine magic not beholden to any deity.\n\n Choose the mystery that empowers your magic. Your mystery grants you additional spells, and special focus spells called revelation spells. Your mystery also gives you a unique cursebound ability that lets you draw upon the divine, as well as dictating the effects of the oracular curse that falls upon you when you touch too much of this power.\n\nThe list of oracle mysteries can be found [here](Mysteries.aspx) \n\n<title level=\"3\" right=\"\">Revelation Spells</title> The powers of your mystery manifest in the form of revelation spells. Revelation spells are a type of [focus spell](/Rules.aspx?ID=2228). It costs 1 Focus Point to cast a focus spell. 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 search for omens in a way befitting your mystery, like gazing into a fire, throwing bones and seeing how they fall, or meditating to hear the voices of those who came before you.\n\n 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.\n\n 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.\n\n  You learn a revelation spell at 1st level and start with a focus pool of 1 Focus Point. This spell is an initial revelation spell determined by your mystery. You can learn additional revelation spells through oracle feats. \n\n<title level=\"3\" right=\"\">Oracular Curse</title> As an oracle, you can tap into the pure and unmitigated divine power of creation to supplement your spellcasting via cursebound abilities. These abilities grant you special benefits, but the backlash of letting this power into your mortal body manifests as an oracular curse. The more cursebound abilities you use, the more your curse worsens, but you might gain divine benefits even as it tightens its grip on your soul.\n\n Your oracular curse is expressed using the cursebound condition, a unique condition that affects only oracles. Immediately after the first time you use a cursebound ability, you become cursebound 1, and if you use a cursebound ability while you are already cursebound, you increase the value of your cursebound condition by 1 after the ability resolves. At lower levels, you can tolerate only a modest amount of divine power, and your cursebound condition can't increase beyond cursebound 2; as you grow in levels, you can open yourself to even more power and your cursebound condition can progress to 3 and finally 4. Once saturated in divine power, your soul can't absorb any more, and so you can't use a cursebound ability if you are already at your maximum cursebound condition.\n\n Your oracular curse lists the specific effects of being cursebound, which are cumulative as your curse progresses. You remain cursebound until you Refocus, which reduces your cursebound condition by 1 in addition to restoring a Focus Point. As your curse is a direct result of divine power, you cannot mitigate, reduce, or remove the effects of your curse or any ability with the cursebound trait by any means other than Refocusing. For example, if a cursebound effect makes creatures [concealed](/Conditions.aspx?ID=62) from you, you can't negate that concealed condition through a magic item or spell, such as [_sure strike_](/Spells.aspx?ID=1709) (though you would still benefit from the other effects of that item or spell). Likewise, [_cleanse affliction_](/Spells.aspx?ID=1467) and similar abilities don't affect your curse at all.\n\n At 1st level, you gain a cursebound oracle feat determined by your mystery, and you can learn additional cursebound abilities through oracle feats.\r\n\r\n<title level=\"3\" right=\"Level 2\">Oracle Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain an oracle class feat.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Signature Spells</title>\r\nExperience enables you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don\u2019t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you\u2019ve 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 replace it with any spell you could have chosen when you first selected it (i.e., of the same spell rank or lower). 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nThe intricacy of your divine power has grown clearer over time. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Mysterious Resolve</title>\r\nThe power of your mystery blazing in your soul makes it harder for other powers to grip your mind. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 9\">Magical Fortitude</title>\r\nMagical power has improved your body\u2019s resiliency. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Divine Access</title>\r\nYour mystery offers you strange access to spells typically reserved for more conventional worshippers. Choose one deity who grants one of your mystery\u2019s granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list, and to your spell repertoire as soon as you can cast spells of the appropriate rank.\r\n\r\n<title level=\"3\" right=\"Level 11\">Major Curse</title>\r\nYou\u2019ve learned to better tolerate the conflicting powers wreaking havoc on your body. The maximum cursebound value you can have increases from cursebound 2 to cursebound 3.\r\n\r\n<title level=\"3\" right=\"Level 11\">Oracular Senses</title>\r\nYou have always been able to sense a bit more than others. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Weapon Expertise</title>\r\nYou\u2019ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou\u2019ve learned how to dodge while wearing light or no armor. Your proficiency rank for light armor and unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Premonition\u2019s Reflexes</title>\r\nA chill runs through your spine as danger strikes, giving you a hair\u2019s more time to dodge or cover yourself. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master and 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou truly understand the deep and complex divine power within your mystery. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Extreme Curse</title>\r\nYou have mastered a precarious balance between the conflicting divine powers of your mystery, allowing you to tolerate a perilous degree of divine curse. The maximum cursebound value you can have increases from cursebound 3 to cursebound 4.\r\n\r\n<title level=\"3\" right=\"Level 17\">Greater Mysterious Resolve</title>\r\nYour time spent in contemplation of the mysteries of creation has given you a powerful mind and soul. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success instead. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYou can harness divine power at a level few others can match. Your proficiency ranks for spell attack modifiers and spell DCs increase to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Oracular Clarity</title>\r\nYou now fully grasp the nature of the divine power behind your mystery, allowing you to work magic akin to miracles. Add two common 10th-rank divine spells to your repertoire. You gain a single 10th-rank spell slot you can use to cast one of those two spells using oracle spellcasting. You don\u2019t gain more 10th-rank spells as you level up, unlike other spell slots, and you can\u2019t use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the Oracular Providence feat to gain a second slot.", "name": "Oracle", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2024-08-01", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 128\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe oracle is a paradox of divine magic, able to tap into energies that grant potent revelations. Such power comes at the cost of a curse that they \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 128", "speed": {}, "summary_markdown": "The oracle is a paradox of divine magic, able to tap into energies that grant potent revelations. Such power comes at the cost of a curse that they \u2026", "tradition": ["Divine"], "tradition_markdown": "[Divine](/SpellLists.aspx?Tradition=2)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=61", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Charisma"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Untrained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "6", "icon_image": "/Images/Class/Sorcerer_Icon.png", "id": "class-62", "legacy_id": ["class-11"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Sorcerer](/Classes.aspx?ID=62)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 144\n\n_You didn't choose to become a spellcaster\u2014you were born one. There's magic in your blood. Perhaps a divine influence blessed one of your ancestors, a forebear communed with an ancient, primordial entity, or a powerful occult ritual performed long ago influenced your lineage. 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._\r\n\r\n**Key Attribute: Charisma** <br />\r\nAt 1st level, your class gives you an ability boost to Charisma.\r\n\r\n**Hit Points: 6 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many sorcerer abilities.\n\n **Blood Magic:** Casting a sorcerous gift spell granted by your bloodline or a bloodline spell allows you to benefit from a blood magic effect you know. You can typically only benefit from one blood magic effect at a time, though some feats and abilities may change this.\n\n **[Spellshape](/Traits.aspx?ID=513):** Actions with the spellshape trait tweak the properties of your spells. These actions usually come from spellshape feats. You must use a spellshape action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Sorcerer</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou use spells to injure your enemies, influence their minds, and hamper their movements. You might be too vulnerable to leap directly into melee combat, or your bloodline might give you abilities that help you hold your own in a brawl. While your magic is strong, you also rely on cantrips in order to conserve your more powerful spells for the right moment (or after you've used such spells up).\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYour natural charisma makes you good at interacting with people.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou detect the magic around you, finding treasures and warning your party of magical traps. When your group encounters mysteries or problems related to your bloodline, you try to solve them.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou craft magic items or scribe scrolls. Your bloodline might drive you to research your ancestry or associate with affiliated people or creatures.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have a strong independent streak, and whether you embrace or reject your magical heritage, you long to distinguish yourself both as a spellcaster and as an individual.</li><li>View your lineage with fascination, fear, or something in between\u2014anything from wholehearted acceptance to vehement rejection.</li><li>Rely on magic items, such as scrolls and wands, to supplement your limited selection of spells.</li></ul>\n\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Marvel at your ability to create magic from thin air and view your abilities with equal parts admiration and mistrust.</li><li>Consider you less dedicated than studious wizards, devoted clerics,</li><li>and other disciplined practitioners of magic, since power comes to you naturally.</li><li>Assume you're as unpredictable as the magic you bring forth, even if your personality proves otherwise.</li></ul>\n\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in two skills determined by your bloodline<br /> Trained in a number of additional skills equal to 2 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in sorcerer class DC\r\n\r\n<title level=\"3\">Spells</title>\r\nTrained in spell attack modifier<br /> Trained in spell DC\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Sorcerer. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire, sorcerous potency</td></tr>\r\n<tr><td>2</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>3</td><td>2nd-rank spells, general feat, signature spells, skill increase</td></tr>\r\n<tr><td>4</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>5</td><td>3rd-rank spells, attribute boosts, ancestry feat, magical fortitude, skill increase</td></tr>\r\n<tr><td>6</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>7</td><td>4th-rank spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>9</td><td>5th-rank spells, ancestry feat, reflex expert, skill increase</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, skill feat, sorcerer feat</td></tr>\r\n<tr><td>11</td><td>6th-rank spells, general feat, perception expert, skill increase, weapon expertise</td></tr>\r\n<tr><td>12</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>13</td><td>7th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>15</td><td>8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>17</td><td>9th-rank spells, ancestry feat, majestic will, skill increase</td></tr>\r\n<tr><td>18</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>19</td><td>Bloodline paragon, general feat, legendary spellcaster, skill increase</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, skill feat, sorcerer feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.\r\n\r\n<title level=\"3\" >Bloodline</title>\r\nChoose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, the additional spells you learn, and your additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. \n\n Bloodlines can be found [here](Bloodlines.aspx).\r\n\r\n<title level=\"3\" >Sorcerer Spellcasting</title>\r\nYour bloodline provides you with incredible magical power. You are a spellcaster and can cast spells using the [Cast a Spell](/Rules.aspx?ID=2233) activity. The tradition from which your spells come is determined by your bloodline. As a sorcerer, you draw your power from within, and the gestures and incantations you use to shape your power might evoke the nature of your bloodline. For instance, a sorcerer with a demonic bloodline might chant guttural fiendish phrases or make brief curt gestures to cast a spell.\n\n Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.\n\n As you increase in level as a sorcerer, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Sorcerer Spells per Day table.\n\n Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifier and spell DC use your Charisma modifier. \n\n<title level=\"3\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast it in order to heighten it to that rank. Many spells have specific improvements when they are heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely. \n\n<title level=\"3\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up\u2014 this is usually equal to the highest rank of sorcerer spell slot you have. For example, as a 1st-level sorcerer, your cantrips are 1st-rank spells, and as a 5th-level sorcerer, your cantrips are 3rd-rank spells.\r\n\r\n<title level=\"3\" >Spell Repertoire</title>\r\nThe collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your [bloodline ](Bloodlines.aspx) You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.\n\n You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that's listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.\n\n Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa. \n\n<title level=\"3\" right=\"\">Swapping Spells In Your Repertoire</title>As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by [retraining](/Rules.aspx?ID=2447) during downtime.\r\n\r\n<title level=\"3\" >Sorcerous Potency</title>\r\nBecause of the magical power inherent in your blood, your spells that hurt or cure are stronger than those of other spellcasters. When you Cast a Spell from your spell slots that either deals damage or restores Hit Points, you gain a status bonus to that spell's damage or healing equal to the spell's rank. This applies only to the initial damage or healing the spell deals when cast. An individual creature takes this damage or benefits from this healing only once per spell, even if the spell would damage or heal that creature multiple times.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 2\">Sorcerer Feats</title>\r\nAt 2nd level and every even-numbered level thereafter, you gain a [sorcerer class feat](/Feats.aspx?Traits=148).\r\n\r\n<title level=\"3\" right=\"Level 3\">Signature Spells</title>\r\nYour 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\u2019t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you\u2019ve 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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. \r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Magical Fortitude</title>\r\nMagical power has improved your body\u2019s resiliency. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nYour inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Reflex Expertise</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Perception Expertise</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Weapon Expertise</title>\r\nYou\u2019ve improved your combat skill. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Defensive Robes</title>\r\nThe flow of magic and your defensive training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou\u2019ve learned to inflict grave wounds with your most practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Majestic Will</title>\r\nYour mind and will are tempered by your mastery of magical forces. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Bloodline Paragon</title>\r\nYou have perfected the magic in your bloodline. Add two common 10th-rank spells of your tradition to your repertoire. You gain a single 10th-rank spell slot you can use to cast these spells, using sorcerer spellcasting. Unlike other spell slots, you don\u2019t gain more 10th-rank spells as you level up, and they can\u2019t be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You can take the Bloodline Perfection sorcerer feat to gain a second slot.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYou demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack modifiers and spell DCs increase to legendary.", "name": "Sorcerer", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2024-08-01", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 144\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe intense magic the sorcerer commands comes from neither study nor worship\u2014it comes from their blood, the power of their heritage flowing through \u2026\r\n</summary>", "skill_proficiency": ["Trained in two skills determined by your bloodline", "Trained in a number of additional skills equal to 2 plus your Intelligence modifier"], "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 144", "speed": {}, "summary_markdown": "The intense magic the sorcerer commands comes from neither study nor worship\u2014it comes from their blood, the power of their heritage flowing through \u2026", "tradition": ["Arcane", "Divine", "Occult", "Primal"], "tradition_markdown": "[Arcane](/SpellLists.aspx?Tradition=1), [Divine](/SpellLists.aspx?Tradition=2), [Occult](/SpellLists.aspx?Tradition=3), [Primal](/SpellLists.aspx?Tradition=4)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=62", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Dexterity"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "10", "icon_image": "/Images/Class/Swashbuckler_Icon.png", "id": "class-63", "legacy_id": ["class-15"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Swashbuckler](/Classes.aspx?ID=63)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 158\n\n_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._\r\n\r\n**Key Attribute: Dexterity** <br />\r\nAt 1st level, your class gives you an ability boost to Dexterity.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see these terms in many swashbuckler abilities.\n\n **[Bravado](/Traits.aspx?ID=801):** Actions with this trait can grant panache, depending on the result of the check involved. If you succeed at the check on a bravado action, you gain panache, and if you fail (but not critically fail) the check, you gain panache but only until the end of your next turn. These effects can be applied even if the action had no other effect due to a failure or a creature's immunity.\n\n **[Finisher](/Traits.aspx?ID=802):** Finishers are spectacular finishing moves that use your panache. Finishers can be used only with weapons that deal additional damage with precise strike (agile or finesse melee weapons or unarmed attacks, for most swashbucklers). You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.\n\n **[Flourish](/Traits.aspx?ID=606):** Actions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.\n\n **[Stance](/Traits.aspx?ID=701):** A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can't take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Swashbuckler</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou are equally likely to charm or intimidate others\u2014or both. You might be an adept socialite, or you might create distractions for others who do the talking.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou might carouse at the tavern, repair and maintain your armaments, or train to learn new techniques and stunts. To maintain your impressive reputation, you might build an organization in your name or establish a following of admirers.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Portray yourself as a heroic daredevil or a roguish braggart, knowing you can live up to the image you present.</li><li>Hold yourself in high esteem, confident in your abilities and your reputation.</li><li>Practice your skills and maneuvers regularly to ensure you never grow rusty.</li></ul>\n\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Admire your theatrics, bravado, and skill with a blade.</li><li>Find you arrogant unless they know you well enough to appreciate your flamboyant style.</li><li>Underestimate how much of a threat you pose until they face the end of your deadly blade.</li></ul>\n\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nExpert in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Acrobatics](/Skills.aspx?ID=34)<br /> Trained in one skill determined by your swashbuckler's style<br /> Trained in a number of additional skills equal to 4 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in swashbuckler class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Swashbuckler. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, attribute boosts, initial proficiencies, panache, precise strike, stylish combatant, swashbuckler\u2019s style, confident finisher, swashbuckler feat</td></tr>\r\n<tr><td>2</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>3</td><td>Fortitude expertise, general feat, opportune riposte, skill increase, stylish tricks, vivacious speed</td></tr>\r\n<tr><td>4</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>5</td><td>Attribute boosts, ancestry feat, precise strike 3 (3d6), skill increase, weapon expertise</td></tr>\r\n<tr><td>6</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>7</td><td>Confident evasion, general feat, skill increase, stylish tricks, vivacious speed, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, exemplary finisher, precise strike 4 (4d6), skill increase, swashbuckler expertise</td></tr>\r\n<tr><td>10</td><td>Attribute boosts, skill feat, swashbuckler feat</td></tr>\r\n<tr><td>11</td><td>Continuous flair, general feat, perception mastery, skill increase, vivacious speed</td></tr>\r\n<tr><td>12</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, assured evasion, light armor expertise, precise strike 5 (5d6), skill increase, weapon mastery</td></tr>\r\n<tr><td>14</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>15</td><td>Attribute boosts, general feat, greater weapon specialization, keen flair, skill increase, stylish tricks, vivacious speed</td></tr>\r\n<tr><td>16</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, precise strike 6 (6d6), reinforced ego, skill increase</td></tr>\r\n<tr><td>18</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>19</td><td>Eternal confidence, general feat, light armor mastery, skill increase, vivacious speed</td></tr>\r\n<tr><td>20</td><td>Attribute boosts, skill feat, swashbuckler feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Attribute Boosts</title>\r\nIn addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.\n\n 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.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.\r\n\r\n<title level=\"3\" >Panache</title>\r\nYou care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular style, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This heightened state of flair is called panache.\n\n You gain panache by performing actions that have the [bravado](/Traits.aspx?ID=801) trait. [Tumble Through](/Actions.aspx?ID=2370) and additional actions determined by your swashbuckler's style (see below) gain the bravado trait when you use them. The GM might determine that a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, can gain the bravado trait. These checks typically involve at least a single action and a non-trivial DC. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.\n\n Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.\r\n\r\n<title level=\"3\" >Precise Strike</title>\r\nWhen you make a Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the Strike is part of a finisher, the additional damage is 2d6 precision damage instead.\n\n As your swashbuckler level increases, so does your additional damage for precise strike. At 5th, 9th, 13th, and 17th level, increase the amount of additional damage on a Strike by 1 and the additional damage on a finisher by 1d6.\r\n\r\n<title level=\"3\" >Stylish Combatant</title>\r\nYou gain a +1 circumstance bonus to skill checks with the bravado trait while in a combat encounter. While you have panache, you gain a +5-foot status bonus to your Speeds.\r\n\r\n<title level=\"3\" >Swashbuckler\u2019s Style</title>\r\nYour own distinctive style lets you gracefully handle any situation. Choose a swashbuckler\u2019s style. This style determines the additional actions you use to gain panache and makes you trained in the skill related to that action.\n\nA list of all swashbuckler's styles can be found [here](Styles.aspx).\r\n\r\n<title level=\"3\" >Confident Finisher</title>\r\nYou gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action. \n\n<document level=\"2\" id=\"action-2818\" />\r\n\r\n<title level=\"3\" >Swashbuckler Feats</title>\r\nAt 1st level and every even-numbered level, you gain a [swashbuckler class feat](/Feats.aspx?Traits=321).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Fortitude Expertise</title>\r\nYour physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Opportune Riposte</title>\r\nYou turn the tables on foes who fumble, capitalizing on their mistake. You gain the Opportune Riposte reaction. \n\n<document level=\"2\" id=\"action-2819\" />\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Stylish Tricks</title>\r\nAt 3rd level, 7th level, and 15th level, you gain an additional skill increase you can apply only to Acrobatics or the skill from your swashbuckler\u2019s style. You also gain an additional skill feat at these levels. This feat must be for Acrobatics or the trained skill from your swashbuckler\u2019s style.\r\n\r\n<title level=\"3\" right=\"Level 3\">Vivacious Speed</title>\r\nWhen you\u2019ve made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds from stylish combatant to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don\u2019t have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feat</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Weapon Expertise</title>\r\nYou\u2019ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.\r\n\r\n<title level=\"3\" right=\"Level 7\">Confident Evasion</title>\r\nYou\u2019ve learned to move quickly to avoid explosions, a dragon\u2019s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master and 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Exemplary Finisher</title>\r\nYou execute your finishing moves with spectacular flair, adding special effects to your finishers. If a Strike you make as part of a finisher hits a foe, you add one of the following effects to the Strike, depending on your swashbuckler's style \n\n**Battledancer:** You can Step as a free action immediately after the finisher.<br /> **Braggart:** If the foe was temporarily immune to your Demoralize, their temporary immunity ends.<br /> **Fencer:** The foe is off-guard until your next turn.<br />**Gymnast:** If the foe is grabbed, restrained, or prone, you gain a circumstance bonus to the damage roll equal to double the number of weapon damage dice.<br /> **Rascal:** The foe takes a \u201310 circumstance penalty to its speed until the start of your next turn.<br /> **Wit:** The foe takes a \u20132 circumstance penalty to attack rolls against you until the start of your next turn.\n\n<title level=\"3\" right=\"Level 9\">Swashbuckler Expertise</title>\r\nYou perform swashbuckling techniques with exceptional flair, making them harder to resist. Your circumstance bonus from Stylish Combatant increases to +2. Your proficiency rank for your swashbuckler class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Continuous Flair</title>\r\nWhile not equal to your panache in combat, you have a dramatic flair about you in any situation. The circumstance bonus from Stylish Combatant applies in exploration mode.\r\n\r\n<title level=\"3\" right=\"Level 11\">Perception Mastery</title>\r\nThrough your adventures, you\u2019ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 13\">Assured Evasion</title>\r\nYour ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou\u2019ve learned to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Mastery</title>\r\nYou fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Keen Flair</title>\r\nYou inflict devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the die and the roll is a success, you critically succeed instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Reinforced Ego</title>\r\nYou\u2019ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Eternal Confidence</title>\r\nAs a swashbuckler at the peak of your skill, you swell with confidence in every attack. Your proficiency rank for your swashbuckler class DC increases to master.\n\n When you Strike as part of a finisher or Opportune Riposte, you can give the Strike the failure effect from the Confident Finisher action, including the increase from Precise Finisher if you have that feat. You can do so only if the Strike uses a weapon or unarmed attack that you could use for Confident Finisher.\r\n\r\n<title level=\"3\" right=\"Level 19\">Light Armor Mastery</title>\r\nYour skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.", "name": "Swashbuckler", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2024-08-01", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 158\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTo a swashbuckler, anything worth doing is worth doing with style. This dynamic daredevil performs flamboyant attacks and bold feats of derring-do.\r\n</summary>", "skill_proficiency": ["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"], "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 158", "speed": {}, "summary_markdown": "To a swashbuckler, anything worth doing is worth doing with style. This dynamic daredevil performs flamboyant attacks and bold feats of derring-do.", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=63", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Intelligence"], "attack_proficiency": ["Trained in simple weapons", "Trained in  alchemical bombs", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in medium armor", "Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "8", "icon_image": "/Images/Class/Alchemist_Icon.png", "id": "class-1", "image": ["/Images/Classes/Iconic_Fumbus.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Alchemist](/Classes.aspx?ID=1)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 66 <sup>4.0</sup>\n\n_There\u2019s no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You\u2019re fascinated by uncovering the secrets of science and the natural world, and you\u2019re 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._\r\n\r\n**Key Attribute: Intelligence** <br />\r\nAt 1st level, your class gives you an ability boost to Intelligence\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Fumbus.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many alchemist abilities.\n\n **[Additive](/Traits.aspx?ID=4)**: Feats with the additive trait allow you to spend actions to add special substances to [bombs](/Equipment.aspx?Category=6&amp;Subcategory=7) or [elixirs](/Equipment.aspx?Category=6&amp;Subcategory=8). You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an infused alchemical item, and some can be used only with the [Quick Alchemy](/Feats.aspx?ID=667) action. The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level.\n\n **[Infused](/Traits.aspx?ID=94)**: You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Alchemist</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a resilient and powerful weapon.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause. </li><li>Get a kick out of wreaking havoc with the alchemical concoctions you\u2019ve made, and enjoy watching things burn, dissolve, freeze, and jolt. </li><li>Endlessly experiment to discover new, more potent alchemical tools.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Think you\u2019re some kind of sorcerer or an eccentric wizard and don\u2019t understand that you don\u2019t cast spells; spellcasters who clumsily dabble in alchemy only heighten this misconception. </li><li>Don\u2019t understand your zeal for alchemy, creativity, and invention. </li><li>Assume that if you haven\u2019t caused a catastrophe with your experimentations, you inevitably will.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nExpert in Reflex <br />\r\nTrained in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Crafting](/Skills.aspx?ID=4)<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\n\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in [alchemical bombs](/Weapons.aspx?ID=73)<br /> Trained in unarmed attacks\n\n<title level=\"3\">Defenses</title>\r\nTrained in medium armor<br />Trained in light armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in alchemist class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Alchemist. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, alchemy, formula book, research field, alchemist feat</td></tr>\r\n<tr><td>2</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>3</td><td>General feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, field discovery, powerful alchemy, skill increase</td></tr>\r\n<tr><td>6</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>7</td><td>Alchemical weapon expertise, general feat, iron will, perpetual infusions, skill increase</td></tr>\r\n<tr><td>8</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Alchemical expertise, alertness, ancestry feat, double brew, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, alchemist feat, skill feat</td></tr>\r\n<tr><td>11</td><td>General feat, juggernaut, perpetual potency, skill increase</td></tr>\r\n<tr><td>12</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, greater field discovery, medium armor expertise, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Ability boosts, alchemical alacrity, evasion, general feat, skill increase</td></tr>\r\n<tr><td>16</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Alchemical mastery, ancestry feat, perpetual perfection, skill increase</td></tr>\r\n<tr><td>18</td><td>Alchemist feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, medium armor mastery, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, alchemist feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Alchemy</title>\r\nYou understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.\n\n You gain the [Alchemical Crafting](/Feats.aspx?ID=752) feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. Alchemical Items can be found [here](/Equipment.aspx?Category=6). You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.\n\n<title level=\"3\" right=\"\">Infused Reagents</title>You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.\n\n As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.\n\n<title level=\"3\" right=\"\">Advanced Alchemy</title>During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the [infused](/Traits.aspx?ID=94) trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.\n\n<title level=\"3\" right=\"\">Quick Alchemy</title>If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.\r\n\r\n<document level=\"4\" id=\"action-2\" />\r\n\r\n<title level=\"3\" >Formula Book</title>\r\nAn alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard [formula book](/Equipment.aspx?ID=22) worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field. Alchemical Items can be found [here](/Equipment.aspx?Category=6).\n\n Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the [Inventor](/Feats.aspx?ID=798) feat.\r\n\r\n<title level=\"3\" >Research Field</title>\r\nYour inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.\n\n Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.\n\nResearch fields can be found [here](ResearchFields.aspx).\r\n\r\n<title level=\"3\" >Alchemist Feats</title>\r\nAt 1st level and every even-numbered level thereafter, you gain an [alchemist class feat](/Feats.aspx?Traits=7).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or to increase your proficiency rank in one skill in which you\u2019re already trained to expert.\n\n At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 5\">Field Discovery</title>\r\nYou learn a special discovery depending on your field. \n\nSee specific [research fields](ResearchFields.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 5\">Powerful Alchemy</title>\r\nAlchemical items you create on the fly are particularly potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.\r\n\r\n<title level=\"3\" right=\"Level 7\">Alchemical Weapon Expertise</title>\r\nYou\u2019ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Iron Will</title>\r\nYour mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Perpetual Infusions</title>\r\nYou have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.\n\nSee specific [research fields](ResearchFields.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 9\">Alchemical Expertise</title>\r\nConstant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Alertness</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Double Brew</title>\r\nYou know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.\r\n\r\n<title level=\"3\" right=\"Level 11\">Juggernaut</title>\r\nYour body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Perpetual Potency</title>\r\nYour perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.\n\nSee specific [research fields](ResearchFields.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 13\">Greater Field Discovery</title>\r\nYou learn an incredible discovery that advances your understanding of your field.\n\nSee specific [research fields](ResearchFields.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 13\">Medium Armor Expertise</title>\r\nYou\u2019ve learned how to dodge while wearing medium, light or no armor. Your proficiency ranks for medium armor, light armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and to 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Alchemical Alacrity</title>\r\nYour comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same, and you automatically stow one of these new items as you create them.\r\n\r\n<title level=\"3\" right=\"Level 15\">Evasion</title>\r\nYou\u2019ve learned to move quickly to avoid explosions, dragon\u2019s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Alchemical Mastery</title>\r\nYour alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Perpetual Perfection</title>\r\nYou have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.\n\nSee specific [research fields](ResearchFields.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 19\">Medium Armor Mastery</title>\r\nYour skill with armor improves, increasing your ability to dodge blows. Your proficiency ranks for medium armor, light armor, and unarmored defense increase to master.", "name": "Alchemist", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2019-08-01", "remaster_id": ["class-56"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 66 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe alchemist uses their skill at crafting to create alchemical items\u2014such as bombs, elixirs, and poisons\u2014that they use to defeat foes and aid \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Crafting", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 66 <sup>4.0</sup>", "speed": {}, "summary_markdown": "The alchemist uses their skill at crafting to create alchemical items\u2014such as bombs, elixirs, and poisons\u2014that they use to defeat foes and aid \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=1", "weakness": {}, "will_proficiency": "Trained"}, {"attribute": ["Strength"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "12", "icon_image": "/Images/Class/Barbarian_Icon.png", "id": "class-2", "image": ["/Images/Classes/Iconic_Amiri.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Barbarian](/Classes.aspx?ID=2)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 82 <sup>4.0</sup>\n\n_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._\r\n\r\n**Key Attribute: Strength** <br />\r\nAt 1st level, your class gives you an ability boost to Strength.\r\n\r\n**Hit Points: 12 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Amiri.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many barbarian class features.\n\n **[Flourish](/Traits.aspx?ID=73)**: Flourish actions are techniques that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.\n\n **[Open](/Traits.aspx?ID=123)**: These maneuvers work only as your first salvo on your turn. You can use an open action only if you haven't used an action with the attack or open trait yet this turn.\n\n **[Rage](/Traits.aspx?ID=135)**: You must be [raging](/Actions.aspx?ID=3) to use abilities with the rage trait, and they end automatically when you stop raging.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Barbarian</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou summon your rage and rush to the front lines to smash your way through. Offense is your best defense\u2014you\u2019ll need to drop foes before they can exploit your relatively low defenses.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou use intimidation to get what you need, especially when gentler persuasion can\u2019t get the job done.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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\u2019s surface. If something needs breaking, you\u2019re up to the task!\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have a deep-seated well of anger, hatred, or frustration. </li><li>Prefer a straightforward approach to one requiring patience and tedium. </li><li>Engage in a regimen of intense physical fitness\u2014and punch anyone who says this conflicts with your distaste for patience and tedium.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Rely on your courage and your strength, and trust that you can hold your own in a fight. </li><li>See you as uncivilized or a boorish lout unfit for high society. </li><li>Believe that you are loyal to your friends and allies and will never relent until the fight is done.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Athletics](/Skills.aspx?ID=3)<br />Trained in a number of additional skills equal to 3 plus your Intelligence modifier\n\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br />Trained in martial weapons<br />Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br />Trained in medium armor<br />Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in barbarian class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Barbarian. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, rage, instinct, barbarian feat</td></tr>\r\n<tr><td>2</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>3</td><td>Deny advantage, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, brutality, skill increase</td></tr>\r\n<tr><td>6</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>7</td><td>General feat, juggernaut, skill increase, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, lightning reflexes, raging resistance, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, barbarian feat, skill feat</td></tr>\r\n<tr><td>11</td><td>General feat, mighty rage, skill increase</td></tr>\r\n<tr><td>12</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, greater juggernaut, medium armor expertise, skill increase, weapon fury</td></tr>\r\n<tr><td>14</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Ability boosts, general feat, greater weapon specialization, indomitable will, skill increase</td></tr>\r\n<tr><td>16</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, heightened senses, skill increase, quick rage</td></tr>\r\n<tr><td>18</td><td>Barbarian feat, skill feat</td></tr>\r\n<tr><td>19</td><td>Armor of fury, devastator, general feat, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, barbarian feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.\r\n\r\n<title level=\"3\" >Rage</title>\r\nYou gain the Rage action, which lets you fly into a frenzy.\r\n\r\n<document level=\"4\" id=\"action-3\" />\r\n\r\n<title level=\"3\" >Instinct</title>\r\nYour rage wells up from a dominant instinct\u2014one you learned from a tradition or that comes naturally to you. Your instinct gives you an ability, requires you to avoid certain behaviors, grants you increased damage and resistances at higher levels, and allows you to select feats tied to your instinct. \n\nInstincts can be found [here](Instincts.aspx).\r\n\r\n<title level=\"3\" >Barbarian Feats</title>\r\nAt 1st level and every even-numbered level thereafter, you gain a [barbarian class feat](/Feats.aspx?Traits=18).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Deny Advantage</title>\r\nYour foes struggle to pass your defenses. You aren\u2019t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or to increase your proficiency rank in one skill in which you\u2019re already trained to expert.\n\n At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 5\">Brutality</title>\r\nYour fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.\r\n\r\n<title level=\"3\" right=\"Level 7\">Juggernaut</title>\r\nYour body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYour rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you\u2019re a master, and 4 if you\u2019re legendary. You gain your instinct\u2019s specialization ability.\n\nSee specific [instincts](Instincts.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 9\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Raging Resistance</title>\r\nRepeated 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.\n\nSee specific [instincts](Instincts.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 11\">Mighty Rage</title>\r\nYour rage intensifies and lets you burst into action. Your proficiency rank for your barbarian class DC increases to expert. You gain the Mighty Rage free action.\r\n\r\n<document level=\"4\" id=\"action-4\" />\r\n\r\n<title level=\"3\" right=\"Level 13\">Greater Juggernaut</title>\r\nYou have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.\r\n\r\n<title level=\"3\" right=\"Level 13\">Medium Armor Expertise</title>\r\nYou\u2019ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Fury</title>\r\nYour 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.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nThe weapons you\u2019ve mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary. You gain a greater benefit from your instinct\u2019s specialization ability.\n\nSee specific [instincts](Instincts.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 15\">Indomitable Will</title>\r\nYour rage makes it difficult to control you. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Heightened Senses</title>\r\nYour instinct heightens each of your senses further. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Quick Rage</title>\r\nYou recover from your Rage quickly, and are soon ready to begin anew. After you spend a full turn without raging, you can Rage again without needing to wait 1 minute.\r\n\r\n<title level=\"3\" right=\"Level 19\">Armor of Fury</title>\r\nYour training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Devastator</title>\r\nYour Strikes are so devastating that you hardly care about resistance, and your barbarian abilities are unparalleled. Your proficiency rank for your barbarian class DC increases to master. Your melee Strikes ignore 10 points of a creature\u2019s resistance to their physical damage.", "name": "Barbarian", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2019-08-01", "remaster_id": ["class-57"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 82 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe barbarian is a fearsome embodiment of rage, focusing the deadly power of their anger against anyone who stands in their way. A barbarian is quick \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Athletics", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 82 <sup>4.0</sup>", "speed": {}, "summary_markdown": "The barbarian is a fearsome embodiment of rage, focusing the deadly power of their anger against anyone who stands in their way. A barbarian is quick \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=2", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Charisma"], "attack_proficiency": ["Trained in simple weapons", "Trained in the  longsword ,  rapier ,  sap ,  shortbow ,  shortsword , and  whip", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Bard_Icon.png", "id": "class-3", "image": ["/Images/Classes/Iconic_Lem.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Bard](/Classes.aspx?ID=3)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 94 <sup>4.0</sup>\n\n_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\u2019erdo- well and a jack-of-all-trades, it\u2019s dangerous to dismiss you as a master of none._\r\n\r\n**Key Attribute: Charisma** <br />\r\nAt 1st level, your class gives you an ability boost to Charisma.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Lem.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many bard class features.\n\n **[Composition](/Traits.aspx?ID=31)**: To cast a composition cantrip or focus spell, you use a type of [Performance](/Skills.aspx?ID=12). If the spell includes a verbal component, you must use an [auditory](/Traits.aspx?ID=16) performance, and if it includes a somatic component, you must use a [visual](/Traits.aspx?ID=163) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.\n\n **[Metamagic](/Traits.aspx?ID=107)**: Actions with the metamagic trait tweak the properties of your spells. These actions usually come from metamagic feats. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Bard</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou use magical performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful spells as needed.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou persuade, prevaricate, and threaten with ease.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou\u2019re a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group\u2019s adventure. Your spells and performances inspire your allies to greater discovery and success.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have a passion for your art so strong that you forge a spiritual connection with it. </li><li>Take point when tact and nonviolent solutions are required. </li><li>Follow your muse, whether it\u2019s a mysterious fey creature, a philosophical concept, a psychic force, or a deity of art or music, and with its aid learn secret lore that few others have.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Relish the opportunity to invite you to social events, either as a performer or a guest, but consider you to be something of a curiosity in their social circles. </li><li>Underestimate you compared to other spellcasters, believing you are little more than a foppish minstrel and overlooking the subtle power of your magic. </li><li>Respond favorably to your social charm and abilities, but remain suspicious of your beguiling magic.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Occultism](/Skills.aspx?ID=11)<br />Trained in [Performance](/Skills.aspx?ID=12)<br />Trained in a number of additional skills equal to 4 plus your Intelligence modifier\n\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br />Trained in the [longsword](/Weapons.aspx?ID=31), [rapier](/Weapons.aspx?ID=36), [sap](/Weapons.aspx?ID=37), [shortbow](/Weapons.aspx?ID=77), [shortsword](/Weapons.aspx?ID=43), and [whip](/Weapons.aspx?ID=48)<br />Trained in unarmed attacks\n\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br />Trained in unarmored defense\n\n<title level=\"3\">Spells</title>\r\nTrained in occult spell attacks<br />Trained in occult spell DCs\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Bard. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, occult spellcasting, spell repertoire, composition spells, muse</td></tr>\r\n<tr><td>2</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>3</td><td>2nd-level spells, general feat, lightning reflexes, signature spells, skill increase</td></tr>\r\n<tr><td>4</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>5</td><td>3rd-level spells, ability boosts, ancestry feat, skill increase</td></tr>\r\n<tr><td>6</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>7</td><td>4th-level spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>9</td><td>5th-level spells, ancestry feat, great fortitude, resolve, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, bard feat, skill feat</td></tr>\r\n<tr><td>11</td><td>6th-level spells, bard weapon expertise, general feat, skill increase, vigilant senses</td></tr>\r\n<tr><td>12</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>13</td><td>7th-level spells, ancestry feat, light armor expertise, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>15</td><td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>17</td><td>9th-level spells, ancestry feat, greater resolve, skill increase</td></tr>\r\n<tr><td>18</td><td>Bard feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, legendary spellcaster, magnum opus, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, bard feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The magnum opus class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Occult Spellcasting</title>\r\nYou draw upon magic from esoteric knowledge. You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see [Casting Spells](/Rules.aspx?ID=280)). Because you're a bard, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a [material component pouch](/Equipment.aspx?ID=33) or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.\n\nEach day, you can cast up to two 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.\n\n As you increase in level as a bard, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3\u20136: Bard Spells per Day\n\n Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics are found under [Spell Attack Rolls](/Rules.aspx?ID=325). \n\n<title level=\"3\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are [heightened](/Rules.aspx?ID=273) to certain levels. The signature spells class feature lets you heighten certain spells freely. \n\n<title level=\"3\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up\u2014this is usually equal to the highest level of bard spell slot you have. For example, as a 1st-level bard, your cantrips are 1st-level spells, and as a 5th-level bard, your cantrips are 3rd-level spells.\r\n\r\n<title level=\"3\" >Spell Repertoire</title>\r\nThe collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the [occult](/SpellLists.aspx?Tradition=3) list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.\n\n You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3\u20136), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell.\n\n Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa. \n\n<title level=\"3\" right=\"\">Swapping Spells in Your Repertoire</title> As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during [downtime](/Rules.aspx?ID=473).\r\n\r\n<title level=\"3\" >Composition Spells</title>\r\nYou can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition 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 perform, write a new composition, or otherwise engage your muse.\n\n 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. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells are found [here](/Rules.aspx?ID=276).\n\n You learn the [_counter performance_](/Spells.aspx?ID=381) composition spell, protecting against auditory and visual effects.\n\n<title level=\"3\" right=\"\">Composition Cantrips</title> Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose from the occult list. Generally, only feats can give you more composition cantrips. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via [retraining](/Rules.aspx?ID=475). You learn the [_inspire courage_](/Spells.aspx?ID=386) composition cantrip, which boosts your allies' attacks, damage, and defense against fear.\r\n\r\n<title level=\"3\" >Muses</title>\r\nAs 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.\n\nMuses can be found [here](Muses.aspx).\r\n\r\n<title level=\"3\" right=\"Level 2\">Bard Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [bard class feat](/Feats.aspx?Traits=19).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank in Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">Signature Spells</title>\r\nExperience allows you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don\u2019t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you\u2019ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or to increase your proficiency rank in one skill in which you\u2019re already trained to expert.\n\n At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of feats is in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nYour proficiency ranks for occult spell attack rolls and spell DCs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Great Fortitude</title>\r\nYour physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Resolve</title>\r\nYou\u2019ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Bard Weapon Expertise</title>\r\nYou have become thoroughly adept with bardic weapons. You gain expert proficiency in simple weapons and unarmed attacks, plus the [longsword](/Weapons.aspx?ID=31), [rapier](/Weapons.aspx?ID=36), [sap](/Weapons.aspx?ID=37), [shortbow](/Weapons.aspx?ID=77), [shortsword](/Weapons.aspx?ID=43), and [whip](/Weapons.aspx?ID=48). When you critically succeed at an attack roll using one of these weapons or an unarmed attack while one of your compositions is active, you apply the critical specialization effect for that weapon or unarmed attack.\r\n\r\n<title level=\"3\" right=\"Level 11\">Vigilant Senses</title>\r\nThrough your adventures, you\u2019ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou\u2019ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you\u2019re a master, and 4 damage if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou\u2019ve mastered the occult. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Greater Resolve</title>\r\nYour unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success. When you roll a critical failure on a Will save, you get a failure instead. When you roll a failure on a Will save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYour command of occult magic is the stuff of legends. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Magnum Opus</title>\r\nYou have tuned your spellcasting to the highest caliber. Add two common 10th-level occult spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using bard spellcasting. You don\u2019t gain more 10th-level spells as you level up, unlike other spell slots, and you can\u2019t use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots.", "name": "Bard", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2019-08-01", "remaster_id": ["class-32"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 94 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn artist and a scholar, the bard uses performance and esoteric learning to bolster their companions and foil their enemies. Sometimes sneaky and \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Occultism", "Trained in  Performance", "Trained in a number of additional skills equal to 4 plus your Intelligence modifier"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 94 <sup>4.0</sup>", "speed": {}, "summary_markdown": "An artist and a scholar, the bard uses performance and esoteric learning to bolster their companions and foil their enemies. Sometimes sneaky and \u2026", "tradition": ["Occult"], "tradition_markdown": "[Occult](/SpellLists.aspx?Tradition=3)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=3", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Strength", "Dexterity"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "10", "icon_image": "/Images/Class/Champion_Icon.png", "id": "class-4", "image": ["/Images/Classes/Iconic_Seelah.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Champion](/Classes.aspx?ID=4)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 104 <sup>4.0</sup>\n\n_You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey._\r\n\r\n**Key Attribute: Strength or Dexterity** <br />\r\nAt 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Seelah.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see these terms in many champion abilities.\n\n **[Flourish](/Traits.aspx?ID=73)**: Flourishes are techniques that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.\n\n **[Metamagic](/Traits.aspx?ID=107)**: These actions tweak your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Effects added by a metamagic action are part of the spell's effect, not of the metamagic action.\n\n **[Oath](/Traits.aspx?ID=119)**: Oaths add an additional tenet to your [code](Tenets.aspx). You can usually have only one feat with this trait.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Champion</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and\u2014when your fellow adventurers ask for it\u2014providing moral and ethical guidance.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou spend much of your time in solemn prayer and contemplation, rigorous training, charity work, and fulfilling the tenets of your code, but that doesn\u2019t mean there isn\u2019t time to take up a craft or hobby.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Believe there is always hope that good will triumph over evil, no matter how grim the odds. </li><li>Know the ends don\u2019t justify the means, since evil acts increase the power of evil. </li><li>Have a strong sense of right and wrong, and grow frustrated when greed or shortsightedness breeds evil.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>See you as a symbol of hope, especially in a time of great need. </li><li>Worry you secretly despise them for not living up to your impossible standard, or that you are unwilling to compromise when necessary. </li><li>Know that you\u2019ve sworn divine oaths of service they can trust you to keep.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Religion](/Skills.aspx?ID=13)<br />Trained in one skill determined by your choice of deity<br />Trained in a number of additional skills equal to 2 plus your Intelligence modifier\n\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br />Trained in martial weapons<br />Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in all armor<br />Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in champion class DC\r\n\r\n<title level=\"3\">Spells</title>\r\nTrained in divine spell attacks<br />Trained in divine spell DCs\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Champion. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, champion\u2019s code, deity and cause, deific weapon, champion\u2019s reaction, devotion spells, champion feat, shield block</td></tr>\r\n<tr><td>2</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>3</td><td>Divine ally, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, skill increase, weapon expertise</td></tr>\r\n<tr><td>6</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>7</td><td>Armor expertise, general feat, skill increase, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, champion expertise, divine smite, juggernaut, lightning reflexes, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, champion feat, skill feat</td></tr>\r\n<tr><td>11</td><td>Alertness, divine will, exalt, general feat, skill increase</td></tr>\r\n<tr><td>12</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, armor mastery, skill increase, weapon mastery</td></tr>\r\n<tr><td>14</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Ability boosts, general feat, greater weapon specialization, skill increase</td></tr>\r\n<tr><td>16</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, champion mastery, legendary armor, skill increase</td></tr>\r\n<tr><td>18</td><td>Champion feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, hero\u2019s defiance, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, champion feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.\r\n\r\n<title level=\"3\" >Champion's Code</title>\r\nYou follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, [Torag\u2019s](/Deities.aspx?ID=18) champions can\u2019t show mercy to enemies of their people, making it almost impossible for them to follow the [redeemer](/Causes.aspx?ID=2) cause). Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren\u2019t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you\u2019re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.\n\n If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an [_atone_](/Rituals.aspx?ID=2) ritual, but you keep any other champion abilities that don\u2019t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.\n\nTenets can be found [here](Tenets.aspx).\r\n\r\n<title level=\"3\" >Deity and Cause</title>\r\nChampions are divine servants of a deity. Choose a [deity](Deities.aspx) to follow; your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity\u2019s ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity\u2019s entry. You and your GM determine whether other acts are anathema. You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion\u2019s reaction, grants you a devotion spell, and defines part of your champion\u2019s code.\n\nCauses can be found [here](Causes.aspx).\r\n\r\n<title level=\"3\" >Deific Weapon</title>\r\nYou zealously bear your deity\u2019s favored weapon. If it\u2019s uncommon, you gain access to it. If it\u2019s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).\r\n\r\n<title level=\"3\" >Champion's Reaction</title>\r\nYour cause gives you a special reaction. See specific [causes](Causes.aspx) for more information.\r\n\r\n<title level=\"3\" >Devotion Spells</title>\r\nYour deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.\n\n Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are found [here](/Rules.aspx?ID=276). You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.\r\n\r\n<title level=\"3\" >Champion Feats</title>\r\nAt 1st level and every even-numbered level thereafter, you gain a [champion class feat](/Feats.aspx?Traits=24).\r\n\r\n<title level=\"3\" >Shield Block</title>\r\nYou gain the [Shield Block](/Feats.aspx?ID=839) general feat, a reaction that lets you reduce damage with your shield.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Divine Ally</title>\r\nYour devotion attracts a spirit of your deity's alignment. Once you choose an ally, your choice can't be changed.\n\n The following are divine allies: \n\n**Blade Ally**: A spirit of battle dwells within your armaments. Select one weapon or [_handwraps of mighty blows_](/Equipment.aspx?ID=441) when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the [tenets of good](/Tenets.aspx?ID=1), choose _[disrupting](/Equipment.aspx?ID=294)_, _[ghost touch](/Equipment.aspx?ID=297)_, _[returning](/Equipment.aspx?ID=301)_, or _[shifting](/Equipment.aspx?ID=302)_. For a champion following the [tenets of evil](/Tenets.aspx?ID=2), choose [_fearsome_](/Equipment.aspx?ID=731), _returning_, or _shifting_.\n\n**Shield Ally**: A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half. \n\n**Steed Ally**: You gain a young [animal companion](AnimalCompanions.aspx) as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a [horse](/AnimalCompanions.aspx?ID=6). You can select a different animal companion (GM's discretion), but this ability doesn't grant it the mount special ability.\n\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or to increase your proficiency rank in one skill in which you\u2019re already trained to expert.\n\n At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 5\">Weapon Expertise</title>\r\nYou\u2019ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Armor Expertise</title>\r\nYou have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and to 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Champion Expertise</title>\r\nPrayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Divine Smite</title>\r\nYour champion\u2019s reaction improves.\n\nSee specific [causes](Causes.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 9\">Juggernaut</title>\r\nYour body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 9\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Alertness</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Divine Will</title>\r\nYour faith grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Exalt</title>\r\nYour champion\u2019s reaction exalts nearby allies, allowing them to benefit as well.\n\nSee specific [causes](Causes.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 13\">Armor Mastery</title>\r\nYour 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.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Mastery</title>\r\nYou fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 17\">Champion Mastery</title>\r\nYou\u2019ve mastered your arsenal of champion techniques and divine spells. Your proficiency ranks for your champion class DC and for divine spell attack rolls and spell DCs increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Legendary Armor</title>\r\nYou shield yourself with steel as easily as with faith. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Hero's Defiance</title>\r\nYou can defy fate and continue fighting as long as you have divine energy. You gain the [_hero\u2019s defiance_](/Spells.aspx?ID=394) devotion spell.", "name": "Champion", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2019-08-01", "remaster_id": ["class-58"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 104 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA defender of good who straps on armor and wields a righteous weapon, the champion protects the innocent and vanquishes evil. Steadfast in their \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 104 <sup>4.0</sup>", "speed": {}, "summary_markdown": "A defender of good who straps on armor and wields a righteous weapon, the champion protects the innocent and vanquishes evil. Steadfast in their \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=4", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Wisdom"], "attack_proficiency": ["Trained in simple weapons", "Trained in the favored weapon of your deity. If your deity\u2019s favored weapon is uncommon, you also gain access to that weapon.", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Untrained in all armor, though your doctrine might alter this", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Cleric_Icon.png", "id": "class-5", "image": ["/Images/Classes/Iconic_Kyra.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Cleric](/Classes.aspx?ID=5)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 116 <sup>4.0</sup>\n\n_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\u2019s 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._\r\n\r\n**Key Attribute: Wisdom** <br />\r\nAt 1st level, your class gives you an ability boost to Wisdom.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Kyra.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following term in many cleric class features. \n\n**[Metamagic](/Traits.aspx?ID=107)**: These actions tweak your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Effects added by a metamagic action are part of the spell's effect, not of the metamagic action.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Cleric</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nIf you\u2019re a warpriest, you balance between casting spells and attacking with weapons\u2014 typically the favored weapon of your deity. If you\u2019re 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou might make diplomatic overtures or deliver impressive speeches. Because you\u2019re wise, you also pick up on falsehoods others tell.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Visit the temples and holy places sacred to your faith, and have an immediate affinity with other worshippers of your deity. </li><li>Know the teachings of your religion\u2019s holy texts and how they apply to a dilemma. </li><li>Cooperate with your allies, provided they don\u2019t ask you to go against divine will.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Find your devotion impressive, even if they don\u2019t understand it. </li><li>Expect you to heal their wounds. </li><li>Rely on you to interact with other religious figures.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Religion](/Skills.aspx?ID=13)<br />Trained in one skill determined by your choice of deity<br />Trained in a number of additional skills equal to 2 plus your Intelligence modifier\n\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br />Trained in the favored weapon of your deity. If your deity\u2019s favored weapon is uncommon, you also gain access to that weapon.<br />Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor, though your doctrine might alter this<br />Trained in unarmored defense\n\n<title level=\"3\">Spells</title>\r\nTrained in divine spell attacks<br />Trained in divine spell DCs\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Cleric. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, deity, divine spellcasting, divine font, doctrine</td></tr>\r\n<tr><td>2</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>3</td><td>2nd-level spells, general feat, second doctrine, skill increase</td></tr>\r\n<tr><td>4</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>5</td><td>3rd-level spells, ability boosts, alertness, ancestry feat, skill increase</td></tr>\r\n<tr><td>6</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>7</td><td>4th-level spells, general feat, skill increase, third doctrine</td></tr>\r\n<tr><td>8</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>9</td><td>5th-level spells, ancestry feat, resolve, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, cleric feat, skill feat</td></tr>\r\n<tr><td>11</td><td>6th-level spells, fourth doctrine, general feat, lightning reflexes, skill increase</td></tr>\r\n<tr><td>12</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>13</td><td>7th-level spells, ancestry feat, divine defense, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>15</td><td>8th-level spells, ability boosts, fifth doctrine, general feat, skill increase</td></tr>\r\n<tr><td>16</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>17</td><td>9th-level spells, ancestry feat, skill increase</td></tr>\r\n<tr><td>18</td><td>Cleric feat, skill feat</td></tr>\r\n<tr><td>19</td><td>Final doctrine, general feat, miraculous spell, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, cleric feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2*</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3*</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1* \u2020</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1* \u2020</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * Your divine font gives you additional _heal_ or _harm_ spells of this level. The number is equal to 1 + your Charisma modifier.<br /> \u2020 The miraculous spell class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.\r\n\r\n<title level=\"3\" >Deity</title>\r\nAs a cleric, you are a mortal servitor of a deity you revere above all others. The most common deities in Pathfinder are found [here](Deities.aspx), along with their alignments, areas of concern, and the benefits you get for being a cleric of that deity. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.\n\n Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.\n\nA list of all deities can be found [here.](Deities.aspx)\n\n<title level=\"3\" right=\"\">Anathema</title>Acts fundamentally opposed to your deity's alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.\n\n Casting spells with the evil trait is almost always anathema to good deities, and casting good spells is likewise anathema to evil deities; similarly, casting chaotic spells is anathema to lawful deities, and casting lawful spells is anathema to chaotic deities. A neutral cleric who worships a neutral deity isn't limited this way, but their alignment might change over time if they frequently cast spells or use abilities with a certain alignment. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to [Pharasma](/Deities.aspx?ID=14), the goddess of death. For borderline cases, you and your GM determine which acts are anathema.\n\n If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an [_atone_](/Rituals.aspx?ID=2) ritual.\r\n\r\n<title level=\"3\" >Divine Spellcasting</title>\r\nYour deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see [Casting Spells](/Rules.aspx?ID=280)). Because you're a cleric, you can usually hold a divine focus (such as a [religious symbol](/Equipment.aspx?ID=41)) for spells requiring material components instead of needing to use a [material component pouch](/Equipment.aspx?ID=33). At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the [divine spell list](/SpellLists.aspx?Tradition=2) or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.\n\n As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3\u20139: Cleric Spells per Day on page 120.\n\n Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear in [Spell Attack Rolls](/Rules.aspx?ID=325). \n\n<title level=\"3\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels. \n\n<title level=\"3\" right=\"\">Cantrips</title> A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up\u2014this is usually equal to the highest level of cleric spell slot you have. For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells.\r\n\r\n<title level=\"3\" >Divine Font</title>\r\nThrough your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional [_heal_](/Spells.aspx?ID=148) or [_harm_](/Spells.aspx?ID=146) spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between _heal_ or _harm_. Once you choose, you can't change your choice short of an ethical shift or divine intervention.\n\n**Healing Font**: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only _heal_ spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.\n\n**Harmful Font**: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only _harm_ spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.\r\n\r\n<title level=\"3\" >Doctrine</title>\r\nEven among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. The doctrines presented in this book are cloistered cleric and warpriest. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine\u2019s second, third, fourth, fifth, and final doctrines respectively.\n\nDoctrines can be found [here](Doctrines.aspx?ID=).\r\n\r\n<title level=\"3\" right=\"Level 2\">Cleric Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [cleric class feat](/Feats.aspx?Traits=26).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or become an expert in one skill in which you\u2019re already trained.\n\n 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\u2019re 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\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Alertness</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 9\">Resolve</title>\r\nYou\u2019ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Divine Defense</title>\r\nYour training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and to 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Miraculous Spell</title>\r\nYou're exalted by your deity and gain truly incredible spells. You gain a single 10th-level spell slot and can prepare a spell in that slot using divine spellcasting. You can't use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots. You don't gain more 10th-level spells as you level up, though you can take the [Maker of Miracles](/Feats.aspx?ID=309) feat to gain a second slot.", "name": "Cleric", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2019-08-01", "remaster_id": ["class-33"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 116 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe cleric is dedicated to the worship of a single deity and draws divine magic from this devotion. Clerics can be vastly different depending on who \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 116 <sup>4.0</sup>", "speed": {}, "summary_markdown": "The cleric is dedicated to the worship of a single deity and draws divine magic from this devotion. Clerics can be vastly different depending on who \u2026", "tradition": ["Divine"], "tradition_markdown": "[Divine](/SpellLists.aspx?Tradition=2)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=5", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Wisdom"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Druid_Icon.png", "id": "class-6", "image": ["/Images/Classes/Iconic_Lini.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Druid](/Classes.aspx?ID=6)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 128 <sup>4.0</sup>\n\n_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\u2014 and an agonizing death to those who take it too lightly. You are one of those who hear nature\u2019s call. You stand in awe of the majesty of its power and give yourself over to its service._\r\n\r\n**Key Attribute: Wisdom** <br />\r\nAt 1st level, your class gives you an ability boost to Wisdom.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Lini.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following term in many druid class features. \n\n**[Metamagic](/Traits.aspx?ID=107)**: These actions tweak your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Effects added by a metamagic action are part of the spell's effect, not of the metamagic action.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Druid</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou 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\u2019t have all that they desire.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYour 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have a deep and meaningful respect for the power of nature. </li><li>Be in constant awe of the natural world, eager to share it with others but wary of their influence upon it. </li><li>Treat plants and animals as allies, working with them to reach your goals.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>View you as a representative of nature, and are sure you can control it. </li><li>Assume you\u2019re a recluse who avoids society and cities and prefers to live in the wild. </li><li>Consider you a mystic, similar to a priest, but answering only to the forces of nature.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Nature](/Skills.aspx?ID=10)<br />Trained in one skill determined by your druidic order<br />Trained in a number of additional skills equal to 2 plus your Intelligence modifier\n\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br />Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br />Trained in medium armor<br />Trained in unarmored defense\n\n<title level=\"3\">Spells</title>\r\nTrained in primal spell attacks<br />Trained in primal spell DCs\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Druid. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, primal spellcasting, anathema, Druidic language, druidic order, Shield Block, wild empathy</td></tr>\r\n<tr><td>2</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>3</td><td>2nd-level spells, alertness, general feat, great fortitude, skill increase</td></tr>\r\n<tr><td>4</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>5</td><td>3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase</td></tr>\r\n<tr><td>6</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>7</td><td>4th-level spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>9</td><td>5th-level spells, ancestry feat, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, druid feat, skill feat</td></tr>\r\n<tr><td>11</td><td>6th-level spells, druid weapon expertise, general feat, resolve, skill increase</td></tr>\r\n<tr><td>12</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>13</td><td>7th-level spells, ancestry feat, medium armor expertise, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>15</td><td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>17</td><td>9th-level spells, ancestry feat, skill increase</td></tr>\r\n<tr><td>18</td><td>Druid feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, legendary spellcaster, primal hierophant, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, druid feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The primal hierophant class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level you gain a number of proficiencies, representing your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Primal Spellcasting</title>\r\nThe power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see [Casting Spells](/Rules.aspx?ID=280)). Because you're a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a [material component pouch](/Equipment.aspx?ID=33).\n\n At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the [primal spell list](/SpellLists.aspx?Tradition=4), or from other primal spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.\n\n As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3\u201311: Druid Spells per Day.\n\n Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear in [Spell Attack Rolls](/Rules.aspx?ID=325). \n\n<title level=\"3\" right=\"\">Heightening Spells</title> When you gain spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels. \n\n<title level=\"3\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up\u2014this is usually equal to the highest level of druid spell slot you have. For example, as a 1st-level druid, your cantrips are 1st-level spells, and as a 5th-level druid, your cantrips are 3rd-level spells.\r\n\r\n<title level=\"3\" >Anathema</title>\r\nAs stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an [_atone_](/Rituals.aspx?ID=2) ritual.\n\n The following acts are anathema to all druids: \n<ul><li>Using metal armor or shields. </li><li>Despoiling natural places. </li><li>Teaching the Druidic language to non-druids.</li></ul> Each druidic order also has additional anathema acts, detailed in the order\u2019s entry.\n\nSee specific [orders](DruidicOrders.aspx) for more information.\r\n\r\n<title level=\"3\" >Druidic Language</title>\r\nYou know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.\r\n\r\n<title level=\"3\" >Druidic Order</title>\r\nUpon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.\n\n Order 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 commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.\n\n Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots to cast, and you can't cast them using spell slots. Selecting druid feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules for focus spells are found [here](/Rules.aspx?ID=276).\n\nOrders can be found [here](DruidicOrders.aspx).\r\n\r\n<title level=\"3\" >Shield Block</title>\r\nYou gain the [Shield Block](/Feats.aspx?ID=839) general feat, a reaction that lets you reduce damage with your shield.\r\n\r\n<title level=\"3\" >Wild Empathy</title>\r\nYou have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.\r\n\r\n<title level=\"3\" right=\"Level 2\">Druid Feats</title>\r\nAt 2nd level and every even-numbered level, you gain a [druid class feat](/Feats.aspx?Traits=52).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Alertness</title>\r\nExperience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Great Fortitude</title>\r\nYour physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or to increase your proficiency rank in one skill in which you\u2019re already trained to expert.\n\n At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 5\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nYour command of primal forces has deepened, empowering your spells. Your proficiency ranks for primal spell attack rolls and spell DCs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Druid Weapon Expertise</title>\r\nYou have become thoroughly familiar with the weapons of your trade. Your proficiency ranks for all simple weapons and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Resolve</title>\r\nYou\u2019ve steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 13\">Medium Armor Expertise</title>\r\nYou\u2019ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and to 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nPrimal magic answers your command. Your proficiency ranks for primal spell attack rolls and spell DCs increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYou have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for primal spell attack rolls and spell DCs increase to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Primal Hierophant</title>\r\nYou command the most potent forces of primal magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using primal spellcasting. You can't use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots. You don't gain more 10th-level spells as you level up, though you can take the [Hierophant's Power](/Feats.aspx?ID=353) feat to gain a second slot.", "name": "Druid", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2019-08-01", "remaster_id": ["class-34"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 128 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe druid walks the wild, primordial places of the world without fear, harnessing the primal magic of nature and controlling it with calm purpose. A \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 128 <sup>4.0</sup>", "speed": {}, "summary_markdown": "The druid walks the wild, primordial places of the world without fear, harnessing the primal magic of nature and controlling it with calm purpose. A \u2026", "tradition": ["Primal"], "tradition_markdown": "[Primal](/SpellLists.aspx?Tradition=4)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=6", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Strength", "Dexterity"], "attack_proficiency": ["Expert in simple weapons", "Expert in martial weapons", "Trained in advanced weapons", "Expert in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "10", "icon_image": "/Images/Class/Fighter_Icon.png", "id": "class-7", "image": ["/Images/Classes/Iconic_Valeros.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Fighter](/Classes.aspx?ID=7)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 140 <sup>4.0</sup>\n\n_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._\r\n\r\n**Key Attribute: Strength or Dexterity** <br />\r\nAt 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Valeros.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many fighter class features.\n\n **[Flourish](/Traits.aspx?ID=73)**: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.\n\n **[Open](/Traits.aspx?ID=123)**: These maneuvers work only as the first salvo in the attacks you make on your turn. You can use an action with the open trait only if you haven't used an action with the attack or open trait yet this turn.\n\n**[Press](/Traits.aspx?ID=133)**: Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the [Ready](/Actions.aspx?ID=82) activity.\n\n Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)\n\n**[Stance](/Traits.aspx?ID=152)**: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get [knocked out](/Conditions.aspx?ID=38), until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you take an action with the stance trait, you can't take another one for 1 round. You can enter or be in a stance only in encounter mode.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Fighter</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou can be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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\u2019ve established your reputation, you might build an organization or a stronghold of your own.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Know the purpose and quality of every weapon and piece of armor you own. </li><li>Recognize that the danger of an adventurer\u2019s life must be balanced out with great revelry or ambitious works. </li><li>Have little patience for puzzles or problems that require detailed logic or study.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Find you intimidating until they get to know you\u2014and maybe even after they get to know you. </li><li>Expect you\u2019re all brawn and no brains. </li><li>Respect your expertise in the art of warfare and value your opinion on the quality of armaments.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nExpert in Reflex <br />\r\nTrained in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in your choice of [Acrobatics](/Skills.aspx?ID=1) or [Athletics](/Skills.aspx?ID=3)<br />Trained in a number of additional skills equal to 3 plus your Intelligence modifier\n\n<title level=\"3\">Attacks</title>\r\nExpert in simple weapons<br />Expert in martial weapons<br />Trained in advanced weapons<br />Expert in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in all armor<br />Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in fighter class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Fighter. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, attack of opportunity, fighter feat, shield block</td></tr>\r\n<tr><td>2</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>3</td><td>Bravery, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, fighter weapon mastery, skill increase</td></tr>\r\n<tr><td>6</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>7</td><td>Battlefield surveyor, general feat, skill increase, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, combat flexibility, juggernaut, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, fighter feat, skill feat</td></tr>\r\n<tr><td>11</td><td>Armor expertise, fighter expertise, general feat, skill increase</td></tr>\r\n<tr><td>12</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, skill increase, weapon legend</td></tr>\r\n<tr><td>14</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Ability boosts, evasion, general feat, greater weapon specialization, improved flexibility, skill increase</td></tr>\r\n<tr><td>16</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, armor mastery, skill increase</td></tr>\r\n<tr><td>18</td><td>Fighter feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, skill increase, versatile legend</td></tr>\r\n<tr><td>20</td><td>Ability boosts, fighter feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Attack of Opportunity</title>\r\nEver watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Attack of Opportunity reaction.\r\n\r\n<document level=\"4\" id=\"action-8\" />\r\n\r\n<title level=\"3\" >Fighter Feats</title>\r\nAt 1st level and every even-numbered level thereafter, you gain a [fighter class feat](/Feats.aspx?Traits=71).\r\n\r\n<title level=\"3\" >Shield Block</title>\r\nYou gain the [Shield Block](/Feats.aspx?ID=839) general feat, a reaction that lets you reduce damage with your shield.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Bravery</title>\r\nHaving faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a [fear](/Traits.aspx?ID=68) effect, you get a critical success instead. In addition, anytime you gain the [frightened](/Conditions.aspx?ID=19) condition, reduce its value by 1.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or to increase your proficiency rank in one skill in which you\u2019re already trained to expert.\n\n At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 5\">Fighter Weapon Mastery</title>\r\nHours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in  that group. You gain access to the [critical specialization effects](/Rules.aspx?ID=235) of all weapons and unarmed attacks for which you have master proficiency.\r\n\r\n<title level=\"3\" right=\"Level 7\">Battlefield Surveyor</title>\r\nWhether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and to 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Combat Flexibility</title>\r\nThrough your experience in battle, you can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don\u2019t already have. You can use that feat until your next daily preparations. You must meet all of the feat\u2019s other prerequisites.\r\n\r\n<title level=\"3\" right=\"Level 9\">Juggernaut</title>\r\nYour body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Armor Expertise</title>\r\nYou have spent so much time wearing armor that you know how to make the most of its protection. Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.\r\n\r\n<title level=\"3\" right=\"Level 11\">Fighter Expertise</title>\r\nYou\u2019ve practiced your techniques to make them harder to resist. Your proficiency rank for your fighter class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Legend</title>\r\nYou've learned fighting techniques that apply to all armaments, and you've developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert.\n\n You can select one weapon group and increase your proficiency ranks to legendary for all simple weapons, martial weapons, and unarmed attacks in that weapon group, and to master for all advanced weapons in that weapon group.\r\n\r\n<title level=\"3\" right=\"Level 15\">Evasion</title>\r\nYou\u2019ve learned to move quickly to avoid explosions, a dragon\u2019s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Improved Flexibility</title>\r\nYour extensive experience gives you even greater ability to adapt to each day\u2019s challenges. When you use combat flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats\u2019 prerequisites.\r\n\r\n<title level=\"3\" right=\"Level 17\">Armor Mastery</title>\r\nYour 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.\r\n\r\n<title level=\"3\" right=\"Level 19\">Versatile Legend</title>\r\nYou are nigh-unmatched with any weapon. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master. Your proficiency rank for your fighter class DC increases to master.", "name": "Fighter", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2019-08-01", "remaster_id": ["class-35"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 140 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWith calculated daring and fearless determination, the fighter tracks down and confronts their enemies while defending allies from harm. A master of \u2026\r\n</summary>", "skill_proficiency": ["Trained in your choice of  Acrobatics  or  Athletics", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 140 <sup>4.0</sup>", "speed": {}, "summary_markdown": "With calculated daring and fearless determination, the fighter tracks down and confronts their enemies while defending allies from harm. A master of \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=7", "weakness": {}, "will_proficiency": "Trained"}, {"attribute": ["Strength", "Dexterity"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Untrained in all armor", "Expert in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "10", "icon_image": "/Images/Class/Monk_Icon.png", "id": "class-8", "image": ["/Images/Classes/Iconic_Sajan.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Monk](/Classes.aspx?ID=8)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 154 <sup>4.0</sup>\n\n_The strength of your fist flows from your mind and spirit. You seek perfection\u2014honing your body into a flawless instrument and your mind into an orderly bastion of wisdom. You\u2019re 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._\r\n\r\n**Key Attribute: Strength or Dexterity** <br />\r\nAt 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Sajan.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many monk abilities.\n\n **[Flourish](/Traits.aspx?ID=73)**: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.\n\n **[Incapacitation](/Traits.aspx?ID=93)**: An ability with this trait can take a character out of the fight. But when you use an incapacitation effect against a creature of higher level than you, you reduce the degree of success of your attack roll by one step, and that creature improves the degree of success of its saving throws for that effect by one step.\n\n **Ki Spells**: By tapping into a supernatural inner reserve called ki, you can create magical effects. Certain feats grant you special spells called ki spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell. When you gain your first ki spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to meditate in order to reach inner peace.\n\n When you first gain a ki spell, decide whether your ki spells are divine spells or occult spells. You become trained in spell attacks and spell DCs of that tradition and your key spellcasting ability is Wisdom.\n\n Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules for focus spells appear [here](/Rules.aspx?ID=276). \n\n**[Stance](/Traits.aspx?ID=152)**: A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you take an action that has the stance trait, you can't take another one for 1 round. You can enter or be in a stance only in encounter mode.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Monk</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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 ki abilities allow you to perform mystic feats like healing yourself and soaring through the air.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYour perceptiveness lets you see through falsehoods, and your philosophical training provides insight into any situation.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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\u2019re well suited to looking for danger or moving stealthily.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou diligently exercise, eat healthy foods, meditate, and study various philosophies. You might also take up a craft that you strive to perfect.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Maintain a regimen of physical training and meditation. </li><li>Face adversity with a calm and measured approach, never panicking or succumbing to despair. </li><li>Look to the future for ways you can improve, while remaining at peace with your present self.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Marvel at your feats of physical prowess. </li><li>Think you\u2019re more than a bit uptight, given your vows and tenets. </li><li>Come to you for philosophical advice.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nExpert in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in a number of skills equal to 4 plus your Intelligence modifier \n\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br />Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor<br />Expert in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in monk class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Monk. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, flurry of blows, monk feat, powerful fist</td></tr>\r\n<tr><td>2</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>3</td><td>General feat, incredible movement +10 feet, mystic strikes, skill increase</td></tr>\r\n<tr><td>4</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ability boosts, alertness, ancestry feat, expert strikes, skill increase</td></tr>\r\n<tr><td>6</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>7</td><td>General feat, incredible movement +15 feet, path to perfection, skill increase, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, metal strikes, monk expertise, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, monk feat, skill feat</td></tr>\r\n<tr><td>11</td><td>General feat, incredible movement +20 feet, second path to perfection, skill increase</td></tr>\r\n<tr><td>12</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, graceful mastery, master strikes, skill increase</td></tr>\r\n<tr><td>14</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Ability boosts, general feat, greater weapon specialization, incredible movement +25 feet, skill increase, third path to perfection</td></tr>\r\n<tr><td>16</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Adamantine strikes, ancestry feat, graceful legend, skill increase</td></tr>\r\n<tr><td>18</td><td>Monk feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, incredible movement +30 feet, perfected form, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, monk feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies representing your basic training, which are noted at the start of this class.\r\n\r\n<title level=\"3\" >Flurry of Blows</title>\r\nYou can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action.\r\n\r\n<document level=\"4\" id=\"action-9\" />\r\n\r\n<title level=\"3\" >Monk Feats</title>\r\nAt 1st level and every even-numbered level thereafter, you gain a [monk class feat](/Feats.aspx?Traits=112).\r\n\r\n<title level=\"3\" >Powerful Fist</title>\r\nYou know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a \u20132 circumstance penalty when making a lethal attack with [nonlethal](/Traits.aspx?ID=188) unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats are listed in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Incredible Movement</title>\r\nYou move like the wind. You gain a +10-foot status bonus to your Speed whenever you\u2019re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.\r\n\r\n<title level=\"3\" right=\"Level 3\">Mystic Strikes</title>\r\nFocusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as [_handwraps of mighty blows_](/Equipment.aspx?ID=441) to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or become an expert in one skill in which you\u2019re already trained.\n\n At 7th level, you can use skill increases to become a master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to become legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Alertness</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 5\">Expert Strikes</title>\r\nYou\u2019ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Path to Perfection</title>\r\nYou have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Metal Strikes</title>\r\nYou can adjust your body to make unarmed attacks infused with the mystic energy of rare metals. Your unarmed attacks are treated as cold iron and silver. This allows you to deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.\r\n\r\n<title level=\"3\" right=\"Level 9\">Monk Expertise</title>\r\nYour proficiency rank for your monk class DC increases to expert. If you have ki spells, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your ki spells increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Second Path to Perfection</title>\r\nYou\u2019ve learned to find perfection in every success. Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.\r\n\r\n<title level=\"3\" right=\"Level 13\">Graceful Mastery</title>\r\nYou move with perpetual grace in battle, eluding and turning aside blows. Your proficiency rank for unarmored defense increases to master.\r\n\r\n<title level=\"3\" right=\"Level 13\">Master Strikes</title>\r\nYou have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Third Path to Perfection</title>\r\nYou have made great progress in your personal studies of enlightenment. Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 17\">Adamantine Strikes</title>\r\nWhen you focus your will into your limbs, your blows are as unyielding as the hardest of metals. Your unarmed attacks are treated as adamantine.\r\n\r\n<title level=\"3\" right=\"Level 17\">Graceful Legend</title>\r\nYour sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defense increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Perfected Form</title>\r\nYou have purged incompetence from your techniques. On your first Strike of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.", "name": "Monk", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2019-08-01", "remaster_id": ["class-60"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 154 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe monk seeks perfection in all things, and that includes transforming their body into the perfect weapon. They can be walking with calm purpose and \u2026\r\n</summary>", "skill_proficiency": ["Trained in a number of skills equal to 4 plus your Intelligence modifier"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 154 <sup>4.0</sup>", "speed": {}, "summary_markdown": "The monk seeks perfection in all things, and that includes transforming their body into the perfect weapon. They can be walking with calm purpose and \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=8", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Strength", "Dexterity"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "10", "icon_image": "/Images/Class/Ranger_Icon.png", "id": "class-9", "image": ["/Images/Classes/Iconic_Harsk.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Ranger](/Classes.aspx?ID=9)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 166 <sup>4.0</sup>\n\n_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._\r\n\r\n**Key Attribute: Strength or Dexterity** <br />\r\nAt 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Harsk.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see these key terms in many ranger class features. \n\n**[Flourish](/Traits.aspx?ID=73)**: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn. \n\n[**Open**](/Traits.aspx?ID=123): These maneuvers work only as the first salvo in the attacks you make on your turn. You can use an action with the open trait only if you haven't used an action with the attack or open trait yet this turn. \n\n**[Press](/Traits.aspx?ID=133)**: Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the [Ready](/Actions.aspx?ID=82) activity.\n\n Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Warden Spells</title>\r\n\r\nYour relationship with the world around you extends from the physical to the magical. Certain feats grant you warden spells, which are a type of focus spells. It costs 1 Focus Point (FP) to cast a focus spell. When you gain your first warden spell, you also gain a focus pool of 1 FP. You refill your focus pool during your daily preparations, and you regain 1 FP by spending 10 minutes using the [Refocus](/Actions.aspx?ID=71) activity to commune with nature.\n\n Your warden spells are primal spells. When you first gain a warden spell, you become trained in primal spell attacks and spell DCs. Your spellcasting ability is Wisdom. \n\nFocus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 FP. The full rules for focus spells appear [here](/Rules.aspx?ID=276).\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Ranger</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nWhen you speak, it\u2019s with the voice of practical experience, especially involving wilderness exploration.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou guide your allies through the wilderness or follow tracks. You keep an eye out for trouble, constantly alert for danger even when it\u2019s not overt.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Respect the raw power of nature and understand how to make the best of its bounty. </li><li>Enjoy the thrill of the hunt. </li><li>Scout out ahead of the party, reconnoitering dangers before combat begins.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Call upon you to protect them from the wilds or the encroachment of civilization. </li><li>Expect you to be a quiet or taciturn loner. </li><li>Think there is something dangerous and wild about you.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nExpert in Reflex <br />\r\nTrained in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Nature](/Skills.aspx?ID=10)<br />Trained in [Survival](/Skills.aspx?ID=16)<br />Trained in a number of additional skills equal to 4 plus your Intelligence modifier\n\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br />Trained in martial weapons<br />Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br />Trained in medium armor<br />Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in ranger class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Ranger. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, hunt prey, hunter\u2019s edge, ranger feat</td></tr>\r\n<tr><td>2</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>3</td><td>General feat, iron will, skill increase</td></tr>\r\n<tr><td>4</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, ranger weapon expertise, skill increase, trackless step</td></tr>\r\n<tr><td>6</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>7</td><td>Evasion, general feat, skill increase, vigilant senses, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, nature\u2019s edge, ranger expertise, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, ranger feat, skill feat</td></tr>\r\n<tr><td>11</td><td>General feat, juggernaut, medium armor expertise, skill increase, wild stride</td></tr>\r\n<tr><td>12</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, skill increase, weapon mastery</td></tr>\r\n<tr><td>14</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>15</td><td>Ability boosts, general feat, greater weapon specialization, improved evasion, incredible senses, skill increase</td></tr>\r\n<tr><td>16</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, masterful hunter, skill increase</td></tr>\r\n<tr><td>18</td><td>Ranger feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, second skin, skill increase, swift prey</td></tr>\r\n<tr><td>20</td><td>Ability boosts, ranger feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Hunt Prey</title>\r\nWhen you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.\r\n\r\n<document level=\"4\" id=\"action-10\" />\r\n\r\n<title level=\"3\" >Hunter's Edge</title>\r\nYou have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter\u2019s edge.\n\n Hunter's edges can be found [here](HuntersEdge.aspx).\r\n\r\n<title level=\"3\" >Ranger Feats</title>\r\nAt 1st level and every even-numbered level, you gain a [ranger class feat](/Feats.aspx?Traits=136).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Iron Will</title>\r\nYour training has hardened your resolve. Your proficiency rank for Will saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill, or become an expert in one skill in which you\u2019re already trained.\n\n At 7th level, you can use skill increases to become a master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to become legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ranger Weapon Expertise</title>\r\nYou\u2019ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increases to expert. You gain access to the critical specialization effects of all simple and martial weapons and unarmed attacks when attacking your hunted prey.\r\n\r\n<title level=\"3\" right=\"Level 5\">Trackless Step</title>\r\nWhen you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed.\r\n\r\n<title level=\"3\" right=\"Level 7\">Evasion</title>\r\nYou\u2019ve learned to move quickly to avoid explosions, dragons\u2019 breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Vigilant Senses</title>\r\nThrough your adventuring, you\u2019ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and to 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Nature's Edge</title>\r\nYou always find the weak points in your foes' defenses when they're on unfavorable terrain. Enemies are [flat-footed](/Conditions.aspx?ID=16) to you if they're in natural difficult terrain or in difficult terrain resulting from a [snare](/Equipment.aspx?Category=31).\r\n\r\n<title level=\"3\" right=\"Level 9\">Ranger Expertise</title>\r\nYou\u2019ve practiced your techniques to make them harder to resist. Your proficiency rank for your ranger class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Juggernaut</title>\r\nYour body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Medium Armor Expertise</title>\r\nYou\u2019ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Wild Stride</title>\r\nYou move quickly through obstacles, whether they\u2019re tumbled stone, tangled undergrowth, or sucking mud. You can ignore the effects of non-magical difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Mastery</title>\r\nYou fully understand the intricacies of your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Improved Evasion</title>\r\nYour ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 15\">Incredible Senses</title>\r\nYou notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.\r\n\r\n<title level=\"3\" right=\"Level 17\">Masterful Hunter</title>\r\nYou have honed your abilities as a hunter to incredible levels. Your proficiency rank for your ranger class DC increases to master. When using a ranged weapon that you have master proficiency in, you can ignore the penalty if attacking your hunted prey within the weapon\u2019s second and third range increments.\n\n If you have master proficiency in Perception, you gain a +4 circumstance bonus to Perception checks when you Seek your prey, and if you have master proficiency in Survival, you gain a +4 circumstance bonus to Survival checks when you Track your prey. You also gain an additional benefit depending on your hunter\u2019s edge.\n\nSee specific [hunter's edges](HuntersEdge.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 19\">Second Skin</title>\r\nYour armor has become akin to a second skin for you. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master. When wearing light or medium armor, you can rest normally, rather than receiving poor rest that leaves you fatigued.\r\n\r\n<title level=\"3\" right=\"Level 19\">Swift Prey</title>\r\nYou size up your prey with only a glance. You can use Hunt Prey as a free action if it\u2019s your first action of your turn.", "name": "Ranger", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2019-08-01", "remaster_id": ["class-36"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 166 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nResourceful and cunning, the ranger is a hunter, tracker, and warrior who preserves the natural world and protects civilization from its ravages. \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Nature", "Trained in  Survival", "Trained in a number of additional skills equal to 4 plus your Intelligence modifier"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 166 <sup>4.0</sup>", "speed": {}, "summary_markdown": "Resourceful and cunning, the ranger is a hunter, tracker, and warrior who preserves the natural world and protects civilization from its ravages. \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=9", "weakness": {}, "will_proficiency": "Trained"}, {"attribute": ["Dexterity", "Other"], "attack_proficiency": ["Trained in simple weapons", "Trained in the  rapier ,  sap ,  shortbow , and  shortsword", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Rogue_Icon.png", "id": "class-10", "image": ["/Images/Classes/Iconic_Merisiel.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Rogue](/Classes.aspx?ID=10)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 178 <sup>4.0</sup>\n\n_You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents\u2019 missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don\u2019t 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._\r\n\r\n**Key Attribute: Dexterity or Other** <br />\r\nAt 1st level, your class gives you an ability boost to Dexterity or an option from rogue's racket.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Merisiel.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key terms in many rogue class features.\n\n **Debilitation**: Debilitations apply conditions and other negative effects to a creature. When the creature is affected by a new debilitation, any previous one it was affected by ends.\n\n **[Flourish](/Traits.aspx?ID=73)**: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Rogue</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou move about stealthily so you can catch foes unawares. You\u2019re a precision instrument, more useful against a tough boss or distant spellcaster than against rank-and-file soldiers.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYour skills give you multiple tools to influence your opposition. Pulling cons and ferreting out information are second nature to you.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou sneak to get the drop on foes and scout for danger or traps. You\u2019re a great asset, since you can disable traps, solve puzzles, and anticipate dangers.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou might pick pockets or trade in illegal goods. You can also become part of a thieves\u2019 guild, or even found one of your own.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Hone your skills through intense practice, both on your own and out in the world. </li><li>Know where to attain illicit goods. </li><li>Skirt or break the law because you think it\u2019s meaningless or have your own code.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Find you charming or fascinating, even if they think they know better than to trust you. </li><li>Come to you when they need someone who is willing to take risks or use questionable methods. </li><li>Suspect you\u2019re motivated primarily by greed.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nExpert in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Stealth](/Skills.aspx?ID=15)<br /> Trained in one or more skills determined by your rogue's racket<br /> Trained in a number of additional skills equal to 7 plus your Intelligence modifier\n\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br />Trained in the [rapier](/Weapons.aspx?ID=36), [sap](/Weapons.aspx?ID=37), [shortbow](/Weapons.aspx?ID=77), and [shortsword](/Weapons.aspx?ID=43)<br />Trained in unarmed attacks\n\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br />Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in rogue class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Rogue. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, rogue\u2019s racket, sneak attack 1d6, surprise attack, rogue feat, skill feat</td></tr>\r\n<tr><td>2</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>3</td><td>Deny advantage, general feat, skill feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks</td></tr>\r\n<tr><td>6</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>7</td><td>Evasion, general feat, skill feat, skill increase, vigilant senses, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, debilitating strike, great fortitude, skill feat, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>11</td><td>General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6</td></tr>\r\n<tr><td>12</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, improved evasion, incredible senses, light armor expertise, master tricks, skill feat, skill increase</td></tr>\r\n<tr><td>14</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>15</td><td>Ability boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase</td></tr>\r\n<tr><td>16</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6</td></tr>\r\n<tr><td>18</td><td>Rogue feat, skill feat, skill increase</td></tr>\r\n<tr><td>19</td><td>General feat, light armor mastery, master strike, skill feat, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, rogue feat, skill feat, skill increase</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Rogue's Racket</title>\r\nAs you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue\u2019s racket. \n\nRackets can be found [here](Rackets.aspx)\r\n\r\n<title level=\"3\" >Sneak Attack</title>\r\nWhen your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the [flat-footed](/Conditions.aspx?ID=16) condition with an [agile](/Traits.aspx?ID=170) or [finesse](/Traits.aspx?ID=179) melee weapon, an agile or finesse [unarmed](/Traits.aspx?ID=199) attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a [thrown](/Traits.aspx?ID=195) melee weapon, that weapon must also be agile or finesse.\n\n As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.\r\n\r\n<title level=\"3\" >Surprise Attack</title>\r\nYou spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven\u2019t acted are flat-footed to you.\r\n\r\n<title level=\"3\" >Rogue Feats</title>\r\nAt 1st level and every even-numbered level, you gain a [rogue class feat](/Feats.aspx?Traits=139).\r\n\r\n<title level=\"3\" >Skill Feats</title>\r\nYou gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Increases</title>\r\nYou 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\u2019re untrained in, or to become an expert in one skill in which you\u2019re already trained.\n\n At 7th level, you can use skill increases to become a master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to become legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 3\">Deny Advantage</title>\r\nAs someone who takes advantage of others\u2019 defenses, you are careful not to leave such openings yourself. You aren\u2019t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the initial ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 5\">Weapon Tricks</title>\r\nYou have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons as well as the [rapier](/Weapons.aspx?ID=36), [sap](/Weapons.aspx?ID=37), [shortbow](/Weapons.aspx?ID=77), [shortsword](/Weapons.aspx?ID=43), and [unarmed](/Traits.aspx?ID=199) attacks. When you critically succeed at an attack roll against a [flat-footed](/Conditions.aspx?ID=16) creature while using an [agile](/Traits.aspx?ID=170) or [finesse](/Traits.aspx?ID=179) simple weapon or unarmed attack, or when using any of the listed weapons, you apply the critical specialization effect for that weapon or unarmed attack.\r\n\r\n<title level=\"3\" right=\"Level 7\">Evasion</title>\r\nYou\u2019ve learned to move quickly to avoid explosions, dragons\u2019 breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Vigilant Senses</title>\r\nThrough your adventures, you\u2019ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you\u2019re a master, and 4 damage if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Debilitating Strikes</title>\r\nWhen taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.\r\n\r\n<document level=\"4\" id=\"action-11\" />\r\n\r\n<title level=\"3\" right=\"Level 9\">Great Fortitude</title>\r\nYour physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Rogue Expertise</title>\r\nYour techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Improved Evasion</title>\r\nYou elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 13\">Incredible Senses</title>\r\nYou notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou\u2019ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Master Tricks</title>\r\nYou\u2019ve mastered a rogue\u2019s fighting moves. Your proficiency ranks increase to master for all simple weapons and unarmed attacks plus the rapier, sap, shortbow, and shortsword.\r\n\r\n<title level=\"3\" right=\"Level 15\">Double Debilitation</title>\r\nYour opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you\u2019re an expert, 6 if you\u2019re a master, and 8 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 17\">Slippery Mind</title>\r\nYou play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Light Armor Mastery</title>\r\nYour skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Master Strike</title>\r\nYou can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.\r\n\r\n<document level=\"4\" id=\"action-12\" />", "name": "Rogue", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2019-08-01", "remaster_id": ["class-37"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 178 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCunning and quick, the rogue brings skill and expertise few of their comrades can match. In battle, they excel at sneak attacks and ambushes. Their \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 178 <sup>4.0</sup>", "speed": {}, "summary_markdown": "Cunning and quick, the rogue brings skill and expertise few of their comrades can match. In battle, they excel at sneak attacks and ambushes. Their \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=10", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Charisma"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Untrained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "6", "icon_image": "/Images/Class/Sorcerer_Icon.png", "id": "class-11", "image": ["/Images/Classes/Iconic_Seoni.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Sorcerer](/Classes.aspx?ID=11)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 190 <sup>4.0</sup>\n\n_You didn\u2019t choose to become a spellcaster\u2014you were born one. There\u2019s 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\u2019ll rise to become a master spellcaster or fall into destruction._\r\n\r\n**Key Attribute: Charisma** <br />\r\nAt 1st level, your class gives you an ability boost to Charisma.\r\n\r\n**Hit Points: 6 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Seoni.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following term in many sorcerer class features. \n\n**[Metamagic](/Traits.aspx?ID=107)**: These actions tweak your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Effects added by a metamagic action are part of the spell's effect, not of the metamagic action.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Sorcerer</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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\u2014or when you\u2019ve used them all up\u2014you also rely on cantrips.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYour natural charisma makes you good at interacting with people.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou craft magic items or scribe scrolls. Your bloodline might drive you to research your ancestry or associate with affiliated people or creatures.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have a strong independent streak, and whether you embrace or reject your magical heritage, you long to distinguish yourself both as a spellcaster and as an individual. </li><li>View your lineage with fascination, fear, or something in between\u2014anything from wholehearted acceptance to vehement rejection. </li><li>Rely on magic items, such as scrolls and wands, to supplement your limited selection of spells.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Marvel at your ability to create magic from thin air and view your abilities with equal parts admiration and mistrust. </li><li>Consider you less dedicated than studious wizards, devoted clerics, and other practitioners of magic, since power comes to you naturally. </li><li>Assume you\u2019re as unpredictable as the magic you bring forth, even if your personality proves otherwise.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in one or more skills determined by your bloodline<br />Trained in a number of additional skills equal to 2 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br />Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor<br />Trained in unarmored defense\n\n<title level=\"3\">Spells</title>\r\nTrained in spell attack rolls of your spellcasting tradition, as indicated by your bloodline<br />Trained in spell DCs of your spellcasting tradition, as indicated by your bloodline\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Sorcerer. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire</td></tr>\r\n<tr><td>2</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>3</td><td>2nd-level spells, general feat, signature spells, skill increase</td></tr>\r\n<tr><td>4</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>5</td><td>3rd-level spells, ability boosts, ancestry feat, magical fortitude, skill increase</td></tr>\r\n<tr><td>6</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>7</td><td>4th-level spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>9</td><td>5th-level spells, ancestry feat, lightning reflexes, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, skill feat, sorcerer feat</td></tr>\r\n<tr><td>11</td><td>6th-level spells, alertness, general feat, skill increase, weapon expertise</td></tr>\r\n<tr><td>12</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>13</td><td>7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>15</td><td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>17</td><td>9th-level spells, ancestry feat, resolve, skill increase</td></tr>\r\n<tr><td>18</td><td>Skill feat, sorcerer feat</td></tr>\r\n<tr><td>19</td><td>Bloodline paragon, general feat, legendary spellcaster, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, skill feat, sorcerer feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Bloodline</title>\r\nChoose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented in this book are as follows.\n\n Bloodlines can be found [here](Bloodlines.aspx?ID=)\r\n\r\n<title level=\"3\" >Sorcerer Spellcasting</title>\r\nYour bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see [Casting Spells](/Rules.aspx?ID=280)). Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a [material component pouch](/Equipment.aspx?ID=33).\n\n Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.\n\n As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3\u201317: Sorcerer Spells per Day.\n\n Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear in [Spell Attack Rolls](/Rules.aspx?ID=325).\n\n<title level=\"3\" right=\"\">Heightening Spells</title>When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are [heightened](/Rules.aspx?ID=273) to certain levels. The signature spells class feature lets you heighten certain spells freely.\n\n<title level=\"3\" right=\"\">Cantrips</title>Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up\u2014this is usually equal to the highest level of sorcerer spell slot you have. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.\r\n\r\n<title level=\"3\" >Spell Repertoire</title>\r\nThe collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your [bloodline](Bloodlines.aspx?ID=). You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.\n\n You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3\u201317), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always the spell granted by your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-level spells, and so on. When you add spells, you might select a higher-level version of a spell you already know so that you can cast a heightened version of that spell.\n\n Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa. \n\n<title level=\"3\" right=\"\">Swapping Spells in Your Repertoire</title> As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during [downtime](/Rules.aspx?ID=473).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 2\">Sorcerer Feats</title>\r\nAt 2nd level and every even-numbered level, you gain a [sorcerer class feat](/Feats.aspx?Traits=148).\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Signature Spells</title>\r\nYou\u2019ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don\u2019t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you\u2019ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or to increase your proficiency rank in one skill in which you\u2019re already trained to expert.\n\n At 7th level, you can use skill increases to become a master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to become legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 5\">Magical Fortitude</title>\r\nMagical power has improved your body\u2019s resiliency. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nYour inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline\u2019s tradition increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Alertness</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Weapon Expertise</title>\r\nTraining and magic improved your weapon technique. Your proficiency rank for simple weapons  and unarmed attacks increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Defensive Robes</title>\r\nThe flow of magic and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou\u2019ve learned to inflict grave wounds with your practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline\u2019s tradition increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Resolve</title>\r\nYou\u2019ve steeled you mind with resolve. Your proficiency rank for Will saves increase to master. When you roll a success at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Bloodline Paragon</title>\r\nYou have perfected the magic in your bloodline. Add two common 10th-level spells of your tradition to your repertoire. You gain a single 10th-level spell slot you can use to cast these spells, using sorcerer spellcasting. Unlike other spell slots, you don\u2019t gain more 10th-level spells as you level up, and they can\u2019t be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You can take the [Bloodline Perfection](/Feats.aspx?ID=631) sorcerer feat to gain a second slot.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYou demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline\u2019s tradition increase to legendary.", "name": "Sorcerer", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2019-08-01", "remaster_id": ["class-62"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 190 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe intense magic the sorcerer commands comes from neither study nor worship\u2014it comes from their blood. Their magical abilities depend on whether \u2026\r\n</summary>", "skill_proficiency": ["Trained in one or more skills determined by your bloodline", "Trained in a number of additional skills equal to 2 plus your Intelligence modifier"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 190 <sup>4.0</sup>", "speed": {}, "summary_markdown": "The intense magic the sorcerer commands comes from neither study nor worship\u2014it comes from their blood. Their magical abilities depend on whether \u2026", "tradition": ["Arcane", "Divine", "Occult", "Primal"], "tradition_markdown": "[Arcane](/SpellLists.aspx?Tradition=1), [Divine](/SpellLists.aspx?Tradition=2), [Occult](/SpellLists.aspx?Tradition=3), [Primal](/SpellLists.aspx?Tradition=4)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=11", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Intelligence"], "attack_proficiency": ["Trained in the  club ,  crossbow ,  dagger ,  heavy crossbow , and  staff", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Untrained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "6", "icon_image": "/Images/Class/Wizard_Icon.png", "id": "class-12", "image": ["/Images/Classes/Iconic_Ezren.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Wizard](/Classes.aspx?ID=12)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 202 <sup>4.0</sup>\n\n_You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes to discover and understand how magic works. Yet magical theory is vast, and there\u2019s no way you can study it all. You either specialize in one of the eight schools of magic, gaining deeper understanding of the nuances of those spells above all others, or favor a broader approach that emphasizes the way all magic comes together at the expense of depth._\r\n\r\n**Key Attribute: Intelligence** <br />\r\nAt 1st level, your class gives you an ability boost to Intelligence.\r\n\r\n**Hit Points: 6 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Ezren.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following term in many wizard class features. \n\n**[Metamagic](/Traits.aspx?ID=107)**: These actions tweak your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Effects added by a metamagic action are part of the spell's effect, not of the metamagic action.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Wizard</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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 [_invisibility_](/Spells.aspx?ID=164) or [_flight_](/Spells.aspx?ID=125), you answer with spells like [_glitterdust_](/Spells.aspx?ID=136) or [_earth bind_](/Spells.aspx?ID=94), leveling the field for your allies.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou provide a well of knowledge about arcane matters and solve arguments with logic.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Have an unquenchable intellectual curiosity about how everything in the world around you works\u2014magic in particular. </li><li>Believe fervently that your school of magic is superior (if you\u2019re a specialist) or that true mastery of magic requires knowledge of all schools (if you\u2019re a universalist). </li><li>Use esoteric jargon and technical terms to precisely describe the minutiae of magical effects, even though the difference is probably lost on other people.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Consider you to be incredibly powerful and potentially dangerous. </li><li>Fear what your magic can do to their minds, bodies, and souls, and ask that you avoid casting spells in polite company, as few can identify whether one of your spells is harmless or malevolent until it\u2019s too late. </li><li>Assume you can easily solve all their problems, from dangerous weather to poor crop yields, and ask you for spells that can help them get whatever they desire.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Arcana](/Skills.aspx?ID=2)<br />Trained in a number of additional skills equal to 2 plus your Intelligence modifier\n\n<title level=\"3\">Attacks</title>\r\nTrained in the [club](/Weapons.aspx?ID=2), [crossbow](/Weapons.aspx?ID=67), [dagger](/Weapons.aspx?ID=3), [heavy crossbow](/Weapons.aspx?ID=70), and [staff](/Weapons.aspx?ID=12)<br />Trained in unarmed attacks\n\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor<br />Trained in unarmored defense\n\n<title level=\"3\">Spells</title>\r\nTrained in arcane spell attacks<br />Trained in arcane spell DCs\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Wizard. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, arcane spellcasting, arcane school, arcane bond, arcane thesis</td></tr>\r\n<tr><td>2</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>3</td><td>2nd-level spells, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>5</td><td>3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase</td></tr>\r\n<tr><td>6</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>7</td><td>4th-level spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>9</td><td>5th-level spells, ancestry feat, magical fortitude, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, skill feat, wizard feat</td></tr>\r\n<tr><td>11</td><td>6th-level spells, alertness, general feat, skill increase, wizard weapon expertise</td></tr>\r\n<tr><td>12</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>13</td><td>7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>15</td><td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>17</td><td>9th-level spells, ancestry feat, resolve, skill increase</td></tr>\r\n<tr><td>18</td><td>Skill feat, wizard feat</td></tr>\r\n<tr><td>19</td><td>Archwizard\u2019s spellcraft, general feat, legendary spellcaster, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, skill feat, wizard feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The archwizard\u2019s spellcraft class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Arcane Spellcasting</title>\r\nThrough dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see [Casting Spells](/Rules.aspx?ID=280)).\n\n At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.\n\n As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase, shown in Table 3\u201319: Wizard Spells per Day.\n\n Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. Details on calculating these statistics appear in [Spell Attack Rolls](/Rules.aspx?ID=325). \n\n<title level=\"3\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels. \n\n<title level=\"3\" right=\"\">Cantrips</title> Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up\u2014this is usually equal to the highest level of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-level spells, and as a 5th-level wizard, your cantrips are 3rd-level spells.\n\n<title level=\"3\" right=\"\">Spellbook</title> Every arcane spell has a written version, usually recorded in a spellbook. You start with a [spellbook](/Equipment.aspx?ID=53) worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the [arcane](/SpellLists.aspx?Tradition=1) spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like _The Crimson Libram_, or something more academic, like _A Field Study in Practical Transmutation_.\n\n Each time you gain a level, you add two more arcane spells to your spellbook, of any level for which you have spell slots. You can also use the [Arcana](/Skills.aspx?ID=2) skill to add other spells that you find in your adventures (See [Learn a Spell](/Skills.aspx?General=true&amp;ID=4)).\r\n\r\n<title level=\"3\" >Arcane School</title>\r\nMany arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school.\n\n If you don\u2019t choose a school, you\u2019re a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater fiexibility.\n\nArcane schools can be found [here](ArcaneSchools.aspx)\r\n\r\n<title level=\"3\" >Arcane Bond</title>\r\nYou place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.\r\n\r\n<document level=\"4\" id=\"action-13\" />\r\n\r\n<title level=\"3\" >Arcane Thesis</title>\r\nDuring your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like \u201cOn the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.\u201d\n\nArcane theses can be found [here](ArcaneThesis.aspx).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.\r\n\r\n<title level=\"3\" right=\"Level 2\">Wizard Feats</title>\r\nAt 2nd level and every even-numbered level thereafter, you gain a wizard [class feat](/Feats.aspx?Traits=166).\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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\u2019re untrained in, or to increase your proficiency rank in one skill in which you\u2019re already trained to expert.\n\n At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you\u2019re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you\u2019re already a master.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it\u2019s already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry\u2019s entry in Chapter 2.\r\n\r\n<title level=\"3\" right=\"Level 5\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nExtended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Magical Fortitude</title>\r\nMagical power has improved your body\u2019s resiliency. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Alertness</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Wizard Weapon Expertise</title>\r\nThrough a combination of magic and training, you\u2019ve learned how to wield wizard weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, staff, and unarmed attacks.\r\n\r\n<title level=\"3\" right=\"Level 13\">Defensive Robes</title>\r\nThe flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou\u2019ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you\u2019re a master, and 4 if you\u2019re legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Resolve</title>\r\nYou\u2019ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Archwizard's Spellcraft</title>\r\nYou command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using arcane spellcasting. You can't use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots. Unlike with other spell slots, you don't gain more 10th-level spells as you level up, though you can take the [Archwizard's Might](/Feats.aspx?ID=662) feat to gain a second slot.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYou are a consummate spellcaster, with a comprehensive understanding of both arcane theory and practical spellcraft. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to legendary.", "name": "Wizard", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2019-08-01", "remaster_id": ["class-39"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 202 <sup>4.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe wizard is the arcane master of spellcasting, plucking incredible power from reality through complicated spell formulas. They stride with \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Arcana", "Trained in a number of additional skills equal to 2 plus your Intelligence modifier"], "source": ["Core Rulebook"], "source_category": ["Rulebooks"], "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 202 <sup>4.0</sup>", "speed": {}, "summary_markdown": "The wizard is the arcane master of spellcasting, plucking incredible power from reality through complicated spell formulas. They stride with \u2026", "tradition": ["Arcane"], "tradition_markdown": "[Arcane](/SpellLists.aspx?Tradition=1)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=12", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Intelligence"], "attack_proficiency": ["Trained in simple and martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Investigator_Icon.png", "id": "class-13", "image": ["/Images/Classes/Iconic_Quinn.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Investigator](/Classes.aspx?ID=13)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 54 <sup>2.0</sup>\n\n_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._\r\n\r\n**Key Attribute: Intelligence** <br />\r\nAt 1st level, your class gives you an ability boost to Intelligence.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Quinn.png\" />\r\n</column>\r\n</row>\n\n<title level=\"2\">Roleplaying the Investigator</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYour 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. \r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nFew 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!\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Start asking questions\u2014including several that are quite involved\u2014immediately after you're presented with a conundrum.</li><li>Strive to uncover the deeper meanings behind anything you encounter and to identify the social machinations that truly drive events behind the scenes.</li><li>Get so involved in a case that you ignore other matters, deeming them trivial.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Find the cascades of information you spout forth extremely helpful, if difficult to fully comprehend.</li><li>Get a bit annoyed that you're such a know-it-all.</li><li>Rely on you to solve mysteries, puzzles, or other challenges requiring intellectual curiosity and reasoning.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nExpert in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Society](/Skills.aspx?ID=14)<br /> Trained in one or more skills determined by your methodology<br /> Trained in a number of additional skills equal to 4 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple and martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in investigator class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Investigator. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, on the case, Devise a Stratagem, methodology, investigator feat, strategic strike 1d6</td></tr>\r\n<tr><td>2</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>3</td><td>General feat, keen recollection, skill increase, skillful lesson</td></tr>\r\n<tr><td>4</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, skill increase, skillful lesson, strategic strike 2d6, weapon expertise</td></tr>\r\n<tr><td>6</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>7</td><td>General feat, skill increase, skillful lesson, vigilant senses, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, great fortitude, investigator expertise, skill increase, skillful lesson, strategic strike 3d6</td></tr>\r\n<tr><td>10</td><td>Ability boosts, investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>11</td><td>Deductive improvisation, general feat, resolve, skill increase, skillful lesson</td></tr>\r\n<tr><td>12</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, incredible senses, light armor expertise, skill increase, skillful lesson, strategic strike 4d6, weapon mastery</td></tr>\r\n<tr><td>14</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>15</td><td>Ability boosts, evasion, general feat, greater weapon specialization, skill increase, skillful lesson</td></tr>\r\n<tr><td>16</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, greater resolve, skill increase, skillful lesson, strategic strike 5d6</td></tr>\r\n<tr><td>18</td><td>Investigator feat, skill feat, skill increase</td></tr>\r\n<tr><td>19</td><td>General feat, light armor mastery, master detective, skill increase, skillful lesson</td></tr>\r\n<tr><td>20</td><td>Ability boosts, investigator feat, skill feat, skill increase</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >On the Case</title>\r\nAs an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.\n\n<document level=\"2\" id=\"action-544\" /><br />\n\n<document level=\"2\" id=\"action-545\" />\r\n\r\n<title level=\"3\" >Devise a Stratagem</title>\r\nYou can play out a battle in your head, using brains rather than brawn to execute an attack.\n\n<document level=\"2\" id=\"action-546\" />\r\n\r\n<title level=\"3\" >Methodology</title>\r\nYour studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. \n\nMethodologies can be found [here](Methodologies.aspx?ID=).\r\n\r\n<title level=\"3\" >Investigator Feats</title>\r\nAt 1st level and every even-numbered level, you gain an [investigator class feat](/Feats.aspx?Traits=318).\r\n\r\n<title level=\"3\" >Strategic Strike</title>\r\nWhen you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.\n\n As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Increases</title>\r\nYou 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Keen Recollection</title>\r\nYou can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to [Recall Knowledge](/Actions.aspx?ID=26) is equal to your level instead of +0.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skillful Lessons</title>\r\nAt 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Weapon Expertise</title>\r\nYou've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Vigilant Senses</title>\r\nThrough your adventures, you've developed keen awareness and attention to detail. Your proficiency rank in Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou can inflict greater injuries with the weapons you know best. 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.\r\n\r\n<title level=\"3\" right=\"Level 9\">Great Fortitude</title>\r\nYour physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Investigator Expertise</title>\r\nYou've refined your investigative techniques to an exceptional degree. Your circumstance bonus from Pursue a Lead increases to +2. Your proficiency rank for your investigator class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Deductive Improvisation</title>\r\nYou use your skills at deduction to perform whatever task is necessary to solve the case. You can attempt any check that requires you to be trained in a skill, even if you're untrained in it; you can attempt any check that requires you to have expert proficiency in a skill so long as you're trained in it; and you can attempt any check that requires you to have master proficiency in a skill as long as you have expert proficiency in it.\r\n\r\n<title level=\"3\" right=\"Level 11\">Resolve</title>\r\nYou've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 13\">Incredible Senses</title>\r\nYou notice things that are almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Mastery</title>\r\nYou fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Evasion</title>\r\nYou've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 17\">Greater Resolve</title>\r\nYour unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 19\">Light Armor Mastery</title>\r\nYour skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Master Detective</title>\r\nAs a master detective, you can solve any case and find all the clues available. If you're pursuing the subject of a lead and you enter a new location that includes another clue toward solving the mystery, the GM informs you of the existence of the clue and its type: an object, person, spell effect, or the like. When you find the clue, the GM informs you that you've done so. If there is more than one clue in the location, the GM chooses one to inform you about. When you find any of the clues in that location, the GM informs you that you've done so, even if it wasn't the clue they'd chosen or there are other clues you haven't found. Your proficiency rank for your investigator class DC increases to master.", "name": "Investigator", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2020-07-30", "remaster_id": ["class-59"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 54 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nClever and insightful, the investigator solves mysteries and teems with knowledge. In battle, they play out every possibility in advance, striking \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Advanced Player's Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 54 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Clever and insightful, the investigator solves mysteries and teems with knowledge. In battle, they play out every possibility in advance, striking \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=13", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Charisma"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "8", "icon_image": "/Images/Class/Oracle_Icon.png", "id": "class-14", "image": ["/Images/Classes/Iconic_Korakai.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Oracle](/Classes.aspx?ID=14)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 66 <sup>2.0</sup>\n\n_Your conduit to divine power eschews the traditional channels of prayer and servitude\u2014you 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._\r\n\r\n**Key Attribute: Charisma** <br />\r\nAt 1st level, your class gives you an ability boost to Charisma.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Korakai.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see these key terms in many oracle class features.\n\n **[Cursebound](/Traits.aspx?ID=320)**: Spells with this trait increase the severity of your oracular curse when cast. Usually only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse.\n\n **[Fortune](/Traits.aspx?ID=76) and [Misfortune](/Traits.aspx?ID=110)**: Fortune and misfortune effects can alter how you roll your dice. You can never have more than one fortune and one misfortune effect come into play on a single roll. If multiple fortune effects would apply, you must pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it. If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.\n\n **[Metamagic](/Traits.aspx?ID=107)**: Actions with the metamagic trait tweak the properties of your spells. These actions usually come from metamagic feats. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Other Focus Spells</title>\r\n\r\nYou might gain focus spells that aren't revelation spells and don't have the [cursebound](/Traits.aspx?ID=320) trait (by taking an archetype, for instance). Since these spells aren't drawing on the same divine mystery as your revelation spells, casting them doesn't increase the effects of your curse. They still cost Focus Points as normal, and you still can't increase your focus pool to hold more than 3 Focus Points.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Oracle</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou rely upon the insights drawn from your mystery. You might leverage your curse to intimidate people or hide its effects to better blend in.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>View your oracular powers as a blessing, a curse, or both.</li><li>Push yourself to the limits of what you can withstand to work great acts of magic.</li><li>Rely on magical items to provide a pool of safer and more reliable magic.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Don't realize your spellcasting draws upon divine power and instead believe you command stranger\u2014and possibly evil\u2014powers.</li><li>Assume you performed some terrible transgression to become cursed by the gods.</li><li>Admire your determination and the sacrifices you make to perform wondrous acts.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Religion](/Skills.aspx?ID=13)<br /> Trained in one or more skills determined by your mystery<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in unarmored defense\n\n<title level=\"3\">Spells</title>\r\nTrained in divine spell attack rolls<br /> Trained in divine spell DCs\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Oracle. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, divine spellcasting, spell repertoire, mystery </td></tr>\r\n<tr><td>2</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>3</td><td>2nd-level spells, general feat, signature spells, skill increase</td></tr>\r\n<tr><td>4</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>5</td><td>3rd-level spells, ability boosts, ancestry feat, skill increase</td></tr>\r\n<tr><td>6</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>7</td><td>4th-level spells, expert spellcaster, general feat, resolve, skill increase</td></tr>\r\n<tr><td>8</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>9</td><td>5th-level spells, ancestry feat, magical fortitude, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, oracle feat, skill feat</td></tr>\r\n<tr><td>11</td><td>6th-level spells, alertness, general feat, major curse, skill increase, weapon expertise</td></tr>\r\n<tr><td>12</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>13</td><td>7th-level spells, ancestry feat, light armor expertise, lightning reflexes, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>15</td><td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>17</td><td>9th-level spells, ancestry feat, extreme curse, greater resolve, skill increase</td></tr>\r\n<tr><td>18</td><td>Oracle feat, skill feat</td></tr>\r\n<tr><td>19</td><td>General feat, legendary spellcaster, oracular clarity, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, oracle feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The oracular clarity class feature gives you a 10th-level spell slot that works differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Divine Spellcasting</title>\r\nYour mystery provides you with divine magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Your unconventional access to this divine power means you can usually replace material components with somatic components, so you don't need to use a [material component pouch](/Equipment.aspx?ID=33) when casting spells.\n\n At 1st level, you can cast up to two 1st-level spells per day. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as an oracle, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 2\u20133: Oracle Spells per Day.\n\n Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. \n\n<title level=\"3\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. To cast a heightened spell, you must have the heightened version in your repertoire; for example, you can't cast a 3rd-level version of a spell that is only in your repertoire at 1st level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely. \n\n<title level=\"3\" right=\"\">Cantrips</title>Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up\u2014this is usually equal to the highest level of oracle spell slot you have. For example, as a 1st-level oracle, your cantrips are 1st-level spells, and as a 5th-level oracle, your cantrips are 3rd-level spells.\r\n\r\n<title level=\"3\" >Spell Repertoire</title>\r\nThe collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the divine spell list, or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.\n\n You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2\u20133), you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell.\n\n Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa. \n\n<title level=\"3\" right=\"\">Swapping Spells in Your Repertoire</title> As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.\r\n\r\n<title level=\"3\" >Mystery</title>\r\nAn oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle's mystery, a source of divine magic not beholden to any deity. \n\nChoose the mystery that empowers your magic. Your mystery grants you special spells called revelation spells and might later grant you divine domain spells. It dictates the effects of your oracular curse, adds an additional cantrip to your repertoire, and gives you one or more trained skills. Drawing insight and power from the collective divine influences that fuel your magic also provides you with a special benefit.\n\nThe list of oracle mysteries can be found [here](Mysteries.aspx).  \n\n<title level=\"3\" right=\"\">Revelation Spells</title> The powers of your mystery manifest in the form of revelation spells, which are a type of focus spell. Casting a revelation spell costs 1 Focus Point and increases the effects of your oracular curse. You start with a focus pool of 2 Focus Points. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the [Refocus](/Actions.aspx?ID=71) activity to reconcile the conflicting or unconventional nature of your divine mystery.\n\n Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots (see Divine Spellcasting). Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear [here](/Rules.aspx?ID=276).\n\n Revelation spells have the cursebound trait, unlike other focus spells. This trait means they increase the severity of your oracular curse (see below) when cast. You can't cast a cursebound spell if you don't have an oracular curse.\n\n You learn two revelation spells at 1st level. The first is an initial revelation spell determined by your mystery. The second is an initial domain spell you select from one of the domains associated with your mystery, which you cast as a revelation spell, causing it to gain the [cursebound](/Traits.aspx?ID=320) trait. \n\n<title level=\"3\" right=\"\">Oracular Curse</title> Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies can also provide you with divine benefits.\n\n The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast revelation spells, your curse intensifies, first to a minor effect and then to a moderate effect.\n\n Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. The minor effect continues to affect you, though some moderate curse effects might alter the specifics of your minor curse. At higher levels, you can cast more revelation spells, progressing your curse to its major stage and then an extreme stage; these stronger curses are cumulative with the effects of the lower stages and can alter them. When you Refocus while under the effects of your moderate or stronger curse, you reduce your curse's severity to minor in addition to regaining a Focus Point.\n\n Drawing upon your mystery's power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a revelation spell while under the moderate effect of your curse, you are overwhelmed. While overwhelmed, you can't Cast or Sustain any revelation spells\u2014 you effectively lose access to those spells. You can still Refocus to reduce the effects of your curse and regain a Focus Point, but doing so doesn't allow you to cast further revelation spells. These effects last until you rest for 8 hours and make your daily preparations, at which point your curse returns to its basic state. At higher levels, you can grow to withstand your curse's major and even extreme effects, enabling you to cast more revelation spells without becoming overwhelmed.\n\n Your curse has the [curse](/Traits.aspx?ID=38), [divine](/Traits.aspx?ID=48), and [necromancy](/Traits.aspx?ID=117) traits. You can't mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, if your curse makes creatures [concealed](/Conditions.aspx?ID=4) from you, you can't negate that concealed condition through a magic item or spell, such as [_true strike_](/Spells.aspx?ID=345) (though you would still benefit from the other effects of that item or spell). Likewise, [_remove curse_](/Spells.aspx?ID=250) and similar spells don't affect your curse at all.\r\n\r\n<title level=\"3\" right=\"Level 2\">Oracle Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain an [oracle class feat](/Feats.aspx?Traits=319).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Signature Spells</title>\r\nExperience enables you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level 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 level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell level or lower). You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nThe intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Resolve</title>\r\nYou've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 9\">Magical Fortitude</title>\r\nMagical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Alertness</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Major Curse</title>\r\nYou've learned to better balance the conflicting powers wreaking havoc on your body. Immediately after completing the casting of a revelation spell while you are affected by your moderate curse, your curse progresses to its major effect, rather than overwhelming you. This effect lasts until you [Refocus](/Actions.aspx?ID=71), which reduces your curse to its minor effect. If you cast a revelation spell while under the effects of your major curse, you are overwhelmed by your curse.\n\n In addition, increase the number of Focus Points in your focus pool from 2 to 3. If you spend at least 2 Focus Points before you again Refocus, you recover 2 Focus Points when you Refocus instead of 1.\r\n\r\n<title level=\"3\" right=\"Level 11\">Weapon Expertise</title>\r\nYou've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou've learned how to dodge while wearing light or no armor. Your proficiency rank for light armor and unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. 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.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Extreme Curse</title>\r\nYou have mastered a perilous balance between the conflicting divine powers of your mystery, gaining the power to change your fate, but straining both body and soul. When you cast a revelation spell while affected by your major curse, your curse intensifies to an extreme effect instead of overwhelming you. All mysteries share the same effects for their extreme curse.\n\n When affected by your extreme curse, you become [doomed 2](/Conditions.aspx?ID=9) (or increase your doomed condition by 2 if you were already doomed). Once every 10 minutes, when you fail an attack roll, skill or Perception check, or saving throw, you can reroll it and use the second result. The reroll has the [fortune](/Traits.aspx?ID=76) trait and doesn't require you to spend an action, meaning you can use the reroll even if you can't act. These effects are in addition to all the effects of your major curse, and they can't be removed by any means until you Refocus to reduce your curse to its minor effect.\n\n If you cast a revelation spell while under the effects of this extreme curse, you are overwhelmed by your curse, and you remain doomed 2 even if you [Refocus](/Actions.aspx?ID=71). Additionally, if you spend at least 3 Focus Points before you again Refocus, you recover 3 Focus Points when you Refocus instead of 1.\r\n\r\n<title level=\"3\" right=\"Level 17\">Greater Resolve</title>\r\nYour unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success instead. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYou can harness divine power at a level few others can match. Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Oracular Clarity</title>\r\nYou now fully grasp the nature of the divine power behind your mystery, allowing you to work magic akin to miracles. Add two common 10th-level divine spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using oracle spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the [Oracular Providence](/Feats.aspx?ID=1510) feat to gain a second slot.", "name": "Oracle", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2020-07-30", "remaster_id": ["class-61"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 66 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe oracle is a paradox of divine magic, able to tap into and manipulate energies from disparate sources throughout the universe that would overwhelm \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Advanced Player's Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 66 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The oracle is a paradox of divine magic, able to tap into and manipulate energies from disparate sources throughout the universe that would overwhelm \u2026", "tradition": ["Divine"], "tradition_markdown": "[Divine](/SpellLists.aspx?Tradition=2)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=14", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Dexterity"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "10", "icon_image": "/Images/Class/Swashbuckler_Icon.png", "id": "class-15", "image": ["/Images/Classes/Iconic_Jirelle.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Swashbuckler](/Classes.aspx?ID=15)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 82 <sup>2.0</sup>\n\n_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._\r\n\r\n**Key Attribute: Dexterity** <br />\r\nAt 1st level, your class gives you an ability boost to Dexterity.\r\n\r\n**Hit Points: 10 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Jirelle.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see these terms in many swashbuckler abilities. \n\n**[Finisher](/Traits.aspx?ID=322)**: Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the [attack](/Traits.aspx?ID=15) trait for the rest of your turn. Some actions with the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance. \n\n[**Flourish**](/Traits.aspx?ID=73): Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn. \n\n**[Stance](/Traits.aspx?ID=152)**: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in that stance for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Swashbuckler</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou are equally likely to charm or intimidate others\u2014or both. You might be an adept socialite, or you might create distractions for others who do the talking.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Portray yourself as a heroic daredevil or a roguish braggart, knowing you can live up to the image you present.</li><li>Hold yourself in high esteem, confident in your abilities and your reputation.</li><li>Practice your skills and maneuvers regularly to ensure you never grow rusty.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Admire your theatrics, bravado, and skill with a blade.</li><li>Find you arrogant unless they know you well enough to appreciate your style.</li><li>Underestimate how much of a threat you pose until they face the end of your deadly blade.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nExpert in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nExpert in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Acrobatics](/Skills.aspx?ID=1)<br /> Trained in one skill determined by your swashbuckler's style<br /> Trained in a number of additional skills equal to 4 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br /> Trained in unarmored defense\r\n\r\n<title level=\"3\">Class DC</title>\r\nTrained in swashbuckler class DC\n\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Swashbuckler. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, panache, swashbuckler\u2019s style, precise strike (2d6), confident finisher, swashbuckler feat</td></tr>\r\n<tr><td>2</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>3</td><td>General feat, great fortitude, opportune riposte, skill increase, stylish trick, vivacious speed +10 feet</td></tr>\r\n<tr><td>4</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>5</td><td>Ability boosts, ancestry feat, precise strike (3d6), skill increase, weapon expertise</td></tr>\r\n<tr><td>6</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>7</td><td>Evasion, general feat, skill increase, stylish trick, vivacious speed +15 feet, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>9</td><td>Ancestry feat, exemplary finisher, precise strike (4d6), skill increase, swashbuckler expertise</td></tr>\r\n<tr><td>10</td><td>Ability boosts, skill feat, swashbuckler feat</td></tr>\r\n<tr><td>11</td><td>Continuous flair, general feat, skill increase, vigilant senses, vivacious speed +20 feet</td></tr>\r\n<tr><td>12</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>13</td><td>Ancestry feat, improved evasion, light armor expertise, precise strike (5d6), skill increase, weapon mastery</td></tr>\r\n<tr><td>14</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>15</td><td>Ability boosts, general feat, greater weapon specialization, keen flair, skill increase, stylish trick, vivacious speed +25 feet</td></tr>\r\n<tr><td>16</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>17</td><td>Ancestry feat, precise strike (6d6), resolve, skill increase</td></tr>\r\n<tr><td>18</td><td>Skill feat, swashbuckler feat</td></tr>\r\n<tr><td>19</td><td>Eternal confidence, general feat, light armor mastery, skill increase, vivacious speed +30 feet</td></tr>\r\n<tr><td>20</td><td>Ability boosts, skill feat, swashbuckler feat</td></tr>\r\n</tbody>\r\n</table>\n\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Panache</title>\r\nYou care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.\n\n You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including [Tumble Through](/Actions.aspx?ID=29) and additional actions determined by your [swashbuckler's style](Styles.aspx). At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).\n\n While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache. \n\nNormally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.\r\n\r\n<title level=\"3\" >Swashbuckler's Style</title>\r\nAs a swashbuckler, you have your own distinctive style that enables you to gracefully handle everyday events and life-or- death situations alike. Choose a swashbuckler's style. This style determines the additional actions you use to gain panache and makes you trained in the skill related to that action. \n\nA list of all swashbuckler's styles can be found [here](Styles.aspx).\r\n\r\n<title level=\"3\" >Precise Strike</title>\r\nYou strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.\n\n As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.\r\n\r\n<title level=\"3\" >Confident Finisher</title>\r\nYou gain an elegant finishing attack you can make when you have panache. You gain the Confident Finisher action.\n\n<document level=\"2\" id=\"action-550\" />\r\n\r\n<title level=\"3\" >Swashbuckler Feats</title>\r\nAt 1st level and every even-numbered level, you gain a [swashbuckler class feat](/Feats.aspx?Traits=321).\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Great Fortitude</title>\r\nYour physique is incredibly hardy, granting you increased endurance. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 3\">Opportune Riposte</title>\r\nYou turn the tables on foes who fumble, capitalizing immediately on their mistake. You gain the Opportune Riposte reaction.\n\n<document level=\"2\" id=\"action-551\" />\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">Stylish Tricks</title>\r\nAt 3rd level, 7th level, and 15th level, you gain a skill feat. This feat must be for [Acrobatics](/Skills.aspx?ID=1) or the trained skill from your swashbuckler's style.\r\n\r\n<title level=\"3\" right=\"Level 3\">Vivacious Speed</title>\r\nWhen you've made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don't have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Weapon Expertise</title>\r\nYou've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.\r\n\r\n<title level=\"3\" right=\"Level 7\">Evasion</title>\r\nYou've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou've learned how to inflict greater injuries with the weapons you know best. 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.\r\n\r\n<title level=\"3\" right=\"Level 9\">Exemplary Finisher</title>\r\nYou execute your finishing moves with spectacular flair, adding special effects to your finishers. If a Strike you make as part of a finisher hits a foe, you add one of the following effects to the Strike, depending on your swashbuckler's style. \n\nA list of all swashbuckler's styles can be found [here](Styles.aspx).\r\n\r\n<title level=\"3\" right=\"Level 9\">Swashbuckler Expertise</title>\r\nYou perform swashbuckling techniques with exceptional flair, making them harder to resist. Your proficiency rank for your swashbuckler class DC increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Continuous Flair</title>\r\nWhile not equal to the heights of your panache in combat, you have a dramatic flair about you in any situation. Whenever you succeed at a check during exploration that would have granted you panache in combat, you gain a +1 circumstance bonus to further checks for actions that would grant you panache in combat. This benefit ends when the exploration changes to a different scene (as determined by the GM) or shifts to an encounter or downtime.\r\n\r\n<title level=\"3\" right=\"Level 11\">Vigilant Senses</title>\r\nThrough your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.\r\n\r\n<title level=\"3\" right=\"Level 13\">Improved Evasion</title>\r\nYour ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.\r\n\r\n<title level=\"3\" right=\"Level 13\">Light Armor Expertise</title>\r\nYou've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Mastery</title>\r\nYou fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Keen Flair</title>\r\nYou inflict particularly devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the die and the roll is a success, you critically succeed instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Resolve</title>\r\nYou've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Eternal Confidence</title>\r\nAs a swashbuckler at the peak of your skill, you swell with confidence and bravado in every attack. Your proficiency rank for your swashbuckler class DC increases to master.\n\n When you Strike as part of a finisher or Opportune Riposte, you can give the Strike the failure effect from the Confident Finisher action, including the increase from [Precise Finisher](/Feats.aspx?ID=1536) if you have that feat. You can do so only if the Strike uses a weapon or unarmed attack that you could use for Confident Finisher.\r\n\r\n<title level=\"3\" right=\"Level 19\">Light Armor Mastery</title>\r\nYour skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.", "name": "Swashbuckler", "perception_proficiency": "Expert", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Expert", "release_date": "2020-07-30", "remaster_id": ["class-63"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 82 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTo a swashbuckler, anything worth doing is worth doing with style. This dynamic daredevil performs bold feats of derring-do and mixes their own \u2026\r\n</summary>", "skill_proficiency": ["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"], "source": ["Advanced Player's Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 82 <sup>2.0</sup>", "speed": {}, "summary_markdown": "To a swashbuckler, anything worth doing is worth doing with style. This dynamic daredevil performs bold feats of derring-do and mixes their own \u2026", "tradition_markdown": "", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=15", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Intelligence"], "attack_proficiency": ["Trained in simple weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Untrained in all armor", "Trained in unarmored defense"], "fortitude_proficiency": "Trained", "hp_raw": "6", "icon_image": "/Images/Class/Witch_Icon.png", "id": "class-16", "image": ["/Images/Classes/Iconic_Feiya.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Witch](/Classes.aspx?ID=16)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 94 <sup>2.0</sup>\n\n_You command powerful magic, not through study or devotion to any ideal, but as a vessel or agent for a mysterious, otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, a manifestation of natural energies, an ancient spirit, or any other mighty supernatural being\u2014but its nature is likely as much a mystery to you as it is to anyone else. 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 these gifts will end up serving your patron's larger plan._\r\n\r\n**Key Attribute: Intelligence** <br />\r\nAt 1st level, your class gives you an ability boost to Intelligence.\r\n\r\n**Hit Points: 6 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Feiya.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">In Service to the Unknown</title>\r\n\r\nA witch's patron is a mysterious entity, rarely known or understood even by the witch in that patron's service. The nature of the relationship between a witch and their patron can serve as details for character development and storytelling. When playing a witch, work with your GM to determine the nature of your patron and how much of that nature you know, both as a player and a character. There are countless ways to handle a witch's patron; the following are just a few approaches you might take.\n\n For a character who truly doesn't know their patron, you might have your GM choose your patron's theme and which lessons your witch learns, as the patron determines what powers to bestow upon you as their emissary\u2014and these can provide clues to your patron's nature. You could instead give your GM a list of lessons you'd like for your character and let the GM choose between them, representing a negotiation between your witch and the patron. In this case, you might choose your patron's theme to indicate which aspect of the patron relates to your character, or let your GM choose the theme. If you want to be fully in control of your abilities, you can choose the lessons you most prefer and let the GM tailor the identity of your patron accordingly.\n\n Another approach is for you to craft the details of your witch's patron yourself. You can then provide those details to the GM to incorporate into a larger narrative or to provide additional flavor and roleplaying context for your character. Your character might still remain ignorant of that patron's identity, even if you as a player know it. Perhaps your character knows the nature of their patron but is cursed to never reveal it to others. You might have willingly sworn a pact to your patron but fear the repercussions should others learn of that pact. Or perhaps you and your patron are entirely forthcoming about your relationship.\n\n Every witch is different, and no story is wrong so long as it's fun and engaging for everyone involved!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see these key terms in many witch class features.\n\n **[Hex](/Traits.aspx?ID=324)**: A hex is a short-term effect generated on the fly from your patron's magic, requiring your familiar to draw from your patron. As such, you can cast only one spell with the hex trait each turn; attempts to cast a second hex spell on the same turn fail and the spellcasting actions are lost.\n\n**[Metamagic](/Traits.aspx?ID=107)**: Actions with the metamagic trait tweak the properties of your spells. These actions usually come from metamagic feats. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Witch</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Strive to learn more about your patron or familiar, your patron's goals, why they chose to empower you, and how you fit into their plans.</li><li>Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides.</li><li>View your familiar as a steadfast ally, a dear friend, or a necessary nuisance, depending on its personality.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Wonder about the nature of your patron and the source of your magic, worrying you'll turn on them or that you unknowingly serve to a foul power.</li><li>Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.</li><li>Take care not to offend you, fearful that you'll place a malicious hex on them if you're angered.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nTrained in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in one skill determined by your patron<br /> Trained in a number of additional skills equal to 3 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nUntrained in all armor<br /> Trained in unarmored defense\n\n<title level=\"3\">Spells</title>\r\nTrained in spell attack rolls of your spellcasting tradition, determined by your patron<br /> Trained in spell DCs of your spellcasting tradition, determined by your patron\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Witch. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, patron, familiar, witch spellcasting, hexes</td></tr>\r\n<tr><td>2</td><td>Skill feat, witch feat</td></tr>\r\n<tr><td>3</td><td>2nd-level spells, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Skill feat, witch feat</td></tr>\r\n<tr><td>5</td><td>3rd-level spells, ability boosts, ancestry feat, magical fortitude, skill increase</td></tr>\r\n<tr><td>6</td><td>Familiar ability, skill feat, witch feat</td></tr>\r\n<tr><td>7</td><td>4th-level spells, expert spellcaster, general feat, skill increase</td></tr>\r\n<tr><td>8</td><td>Skill feat, witch feat</td></tr>\r\n<tr><td>9</td><td>5th-level spells, ancestry feat, lightning reflexes, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, skill feat, witch feat</td></tr>\r\n<tr><td>11</td><td>6th-level spells, alertness, general feat, skill increase, weapon expertise</td></tr>\r\n<tr><td>12</td><td>Familiar ability, skill feat, witch feat</td></tr>\r\n<tr><td>13</td><td>7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization</td></tr>\r\n<tr><td>14</td><td>Skill feat, witch feat</td></tr>\r\n<tr><td>15</td><td>8th-level spells, ability boosts, general feat, master spellcaster, skill increase</td></tr>\r\n<tr><td>16</td><td>Skill feat, witch feat</td></tr>\r\n<tr><td>17</td><td>9th-level spells, ancestry feat, resolve, skill increase</td></tr>\r\n<tr><td>18</td><td>Familiar ability, skill feat, witch feat</td></tr>\r\n<tr><td>19</td><td>General feat, legendary spellcaster, patron\u2019s gift, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, skill feat, witch feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th><th>10th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>\u2014</td></tr><tr><td>18</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>\u2014</td></tr><tr><td>19</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr><tr><td>20</td><td>5</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1*</td></tr></tbody><tfoot><tr><td colspan=\"12\"> * The patron conduit class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry and Background</title>\r\nIn addition to the class features you gain at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.\r\n\r\n<title level=\"3\" >Patron</title>\r\nYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.\n\n A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are\u2014certain combinations of themes and lessons suggest particular patrons or agendas\u2014but patrons empower witches for their own secretive reasons, which they rarely reveal in full.\n\n At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found [here](Patrons.aspx).\r\n\r\n<title level=\"3\" >Familiar</title>\r\nYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules [here](Familiars.aspx), though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.\n\n Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.\n\n Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.\n\n Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a [scroll](/Rules.aspx?ID=720) of that spell in a process that takes 1 hour. You can use the [Learn a Spell](/Actions.aspx?ID=25) exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.\n\n If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.\r\n\r\n<title level=\"3\" >Witch Spellcasting</title>\r\nUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.\n\n At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.\n\n As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2\u20137: Witch Spells per Day.\n\n Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. \n\n<title level=\"3\" right=\"\">Heightening Spells</title> When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels. \n\n<title level=\"3\" right=\"\">Cantrips</title>Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up\u2014this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.\r\n\r\n<title level=\"3\" >Hexes</title>\r\nYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.\n\n Hexes 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 commune with your familiar. Focus spells are automatically heightened to half your level rounded up. \n\nFocus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear [here](/Rules.aspx?ID=276). \n\nYou learn the [_phase familiar_](/Spells.aspx?ID=804) hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons. \n\n<title level=\"3\" right=\"\">Hex Cantrips</title> Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 2\">Witch Feats</title>\r\nAt 2nd level and every 2 levels thereafter, you gain a [witch class feat](/Feats.aspx?Traits=323).\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 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.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Magical Fortitude</title>\r\nYour patron's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Expert Spellcaster</title>\r\nYou've learned to better control the power your patron has granted you. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast, helping you avoid danger. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Alertness</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 11\">Weapon Expertise</title>\r\nThrough sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Defensive Robes</title>\r\nThe flow of magic through your spellcasting and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Specialization</title>\r\nYou can inflict greater injuries with the weapons you know. 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.\r\n\r\n<title level=\"3\" right=\"Level 15\">Master Spellcaster</title>\r\nYou've achieved mastery over your patron's magic. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Resolve</title>\r\nCommunion with your familiar has steeled your mental fortitude. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 19\">Legendary Spellcaster</title>\r\nYou've perfected your command of the magic your patron provides. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to legendary.\r\n\r\n<title level=\"3\" right=\"Level 19\">Patron's Gift</title>\r\nYour patron grants you the power to command incredible works of magic. You gain a single 10th-level spell slot and can prepare a spell in that slot using witch spellcasting. Unlike with other spell slots, these spell slots can't be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You don't gain more 10th-level spells as you level up, though you can take the [Patron's Truth](/Feats.aspx?ID=1591) feat to gain a second slot.", "name": "Witch", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2020-07-30", "remaster_id": ["class-38"], "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 94 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe witch is a versatile spellcaster who learns a variety of magical lessons from a mystical familiar, sent to them by a powerful and mysterious \u2026\r\n</summary>", "skill_proficiency": ["Trained in one skill determined by your patron", "Trained in a number of additional skills equal to 3 plus your Intelligence modifier"], "source": ["Advanced Player's Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 94 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The witch is a versatile spellcaster who learns a variety of magical lessons from a mystical familiar, sent to them by a powerful and mysterious \u2026", "tradition": ["Arcane", "Divine", "Occult", "Primal"], "tradition_markdown": "[Arcane](/SpellLists.aspx?Tradition=1), [Divine](/SpellLists.aspx?Tradition=2), [Occult](/SpellLists.aspx?Tradition=3), [Primal](/SpellLists.aspx?Tradition=4)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=16", "weakness": {}, "will_proficiency": "Expert"}, {"attribute": ["Strength", "Dexterity"], "attack_proficiency": ["Trained in simple weapons", "Trained in martial weapons", "Trained in unarmed attacks"], "category": "class", "defense_proficiency": ["Trained in light armor", "Trained in medium armor", "Trained in unarmored defense"], "fortitude_proficiency": "Expert", "hp_raw": "8", "icon_image": "/Images/Class/Magus_Icon.png", "id": "class-17", "image": ["/Images/Classes/Iconic_Seltyiel.png"], "markdown": "<title level=\"1\" right=\"Class\" pfs=\"Standard\">[Magus](/Classes.aspx?ID=17)</title>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\n<traits>\r\n\r\n</traits>\r\n\r\n**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 35 <sup>1.1</sup>\n\n_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._\r\n\r\n**Key Attribute: Strength or Dexterity** <br />\r\nAt 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.\r\n\r\n**Hit Points: 8 plus your Constitution modifier** <br />\r\nYou increase your maximum number of HP by this number at 1st level and every level thereafter.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Classes/Iconic_Seltyiel.png\" />\r\n</column>\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Combining your Abilities</title>\r\n\r\nAs a magus, you have multiple special actions and abilities that can be used in combination with your spells. You can enter your Arcane Cascade stance with either Spellstrike or a normally cast spell, so it could be in your best interest to cast a spell to buff yourself at the beginning of a fight and enter Arcane Cascade, rather than going for an early Spellstrike. You can usually stay in Arcane Cascade for a long time, though if you find out an enemy has a weakness to a certain damage type, such as fire, you might want to refresh your stance with a fire spell to take advantage of the bonus damage. It's often worth it to cast your conflux spells and make a Strike either on a turn where you can't make a Spellstrike, or as the last action on your turn after a Spellstrike. Sometimes, it might be worth it to cast a conflux spell even if you think you'll miss, because it can still recharge your Spellstrike for your next turn. Since a lot can ride on your Spellstrike, which uses your multiple attack penalty, it's much better if used as the first attack of the turn!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following key term in many magus class features.\n\n **[Stance](/Traits.aspx?ID=152)**: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in that stance for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Spellstrike Options</title>\r\n\r\nThe following cantrips and 1st-level spells require spell attack rolls and can therefore be used with Spellstrike. This list can get you started picking your spells.\n\n **Cantrips**: [_acid splash_](/Spells.aspx?ID=3), [_gouging claw_](/Spells.aspx?ID=920), [_produce flame_](/Spells.aspx?ID=236), [_ray of frost_](/Spells.aspx?ID=245), [_tanglefoot_](/Spells.aspx?ID=330), [_telekinetic projectile_](/Spells.aspx?ID=334) <br />**1st-Level Spells**: [_horizon thunder sphere_](/Spells.aspx?ID=927), [_hydraulic push_](/Spells.aspx?ID=154), [_ray of enfeeblement_](/Spells.aspx?ID=244), [_shocking grasp_](/Spells.aspx?ID=283), [_snowball_](/Spells.aspx?ID=540)\r\n</aside>\r\n\r\n<title level=\"2\">Roleplaying the Magus</title>\r\n\r\n<title level=\"3\">During Combat Encounters...</title>\r\nYou 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.\r\n\r\n<title level=\"3\">During Social Encounters...</title>\r\nYour education and breadth of experience make you knowledgeable about many subjects. You can contribute information related to your scholarly pursuits, especially about magic.\r\n\r\n<title level=\"3\">While Exploring...</title>\r\nYour 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.\r\n\r\n<title level=\"3\">In Downtime...</title>\r\nYou split your time between magical pursuits, like researching spells and crafting items, and martial practice, such as retraining combat abilities to learn new techniques.\r\n\r\n<title level=\"3\">You Might...</title>\r\n\n<ul><li>Continually refine your spell and item selections to suit your personal style, or prepare battle plans and spell lists for a variety of situations.</li><li>Socialize with scholars of magic and veteran combatants alike, seeking out masters to teach you new techniques.</li><li>Overreach with ambitious plans that pull you in too many directions at once.</li></ul>\r\n\r\n<title level=\"3\">Others Probably...</title>\r\n\n<ul><li>Wonder how you can keep on top of two disparate disciplines at the same time.</li><li>Believe you have a broad enough skill set to take care of yourself in most situations.</li></ul>\r\n\r\n<title level=\"2\">Initial Proficiencies</title>\r\nAt 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.\r\n\r\n<title level=\"3\">Perception</title>\r\nTrained in Perception\r\n\r\n<title level=\"3\">Saving Throws</title>\r\nExpert in Fortitude <br />\r\nTrained in Reflex <br />\r\nExpert in Will\r\n\r\n<title level=\"3\">Skills</title>\r\nTrained in [Arcana](/Skills.aspx?ID=2)<br /> Trained in a number of additional skills equal to 2 plus your Intelligence modifier\r\n\r\n<title level=\"3\">Attacks</title>\r\nTrained in simple weapons<br /> Trained in martial weapons<br /> Trained in unarmed attacks\r\n\r\n<title level=\"3\">Defenses</title>\r\nTrained in light armor<br />Trained in medium armor<br />Trained in unarmored defense\n\n<title level=\"3\">Spells</title>\r\nTrained in arcane spell attacks<br /> Trained in arcane spell DCs\r\n\r\n<title level=\"2\">Class Features</title>\r\nYou gain these features as Magus. Features gained at higher levels list the levels at which you gain them next to the features' names.\n\n<table>\r\n<thead>\r\n<tr>\r\n<th>Your Level</th>\r\n<th>Class Features</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr><td>1</td><td>Ancestry and background, initial proficiencies, arcane spellcasting, arcane cascade, conflux spells, hybrid study, spellstrike</td></tr>\r\n<tr><td>2</td><td>Magus feat, skill feat</td></tr>\r\n<tr><td>3</td><td>2nd-level spells, general feat, skill increase</td></tr>\r\n<tr><td>4</td><td>Magus feat, skill feat</td></tr>\r\n<tr><td>5</td><td>3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase, weapon expertise</td></tr>\r\n<tr><td>6</td><td>Magus feat, skill feat</td></tr>\r\n<tr><td>7</td><td>4th-level spells, general feat, skill increase, studious spells, weapon specialization</td></tr>\r\n<tr><td>8</td><td>Magus feat, skill feat</td></tr>\r\n<tr><td>9</td><td>5th-level spells, alertness, ancestry feat, expert spellcaster, resolve, skill increase</td></tr>\r\n<tr><td>10</td><td>Ability boosts, magus feat, skill feat</td></tr>\r\n<tr><td>11</td><td>6th-level spells, general feat, medium armor expertise, skill increase</td></tr>\r\n<tr><td>12</td><td>Magus feat, skill feat</td></tr>\r\n<tr><td>13</td><td>7th-level spells, ancestry feat, skill increase, weapon mastery</td></tr>\r\n<tr><td>14</td><td>Magus feat, skill feat</td></tr>\r\n<tr><td>15</td><td>8th-level spells, ability boosts, general feat, greater weapon specialization, juggernaut, skill increase</td></tr>\r\n<tr><td>16</td><td>Magus feat, skill feat</td></tr>\r\n<tr><td>17</td><td>9th-level spells, ancestry feat, master spellcaster, medium armor mastery, skill increase</td></tr>\r\n<tr><td>18</td><td>Magus feat, skill feat</td></tr>\r\n<tr><td>19</td><td>Double spellstrike, general feat, skill increase</td></tr>\r\n<tr><td>20</td><td>Ability boosts, magus feat, skill feat</td></tr>\r\n</tbody>\r\n</table>\r\n\n<table><thead><tr><th>Your Level</th><th>Cantrips</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th></tr></thead><tbody><tr><td>1</td><td>5</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>2</td><td>5</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>3</td><td>5</td><td>2</td><td>1</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>4</td><td>5</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>5</td><td>5</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>6</td><td>5</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>7</td><td>5</td><td>\u2014</td><td>\u2014*</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>8</td><td>5</td><td>\u2014</td><td>\u2014*</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>9</td><td>5</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>10</td><td>5</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>11</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>12</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td><td>\u2014</td></tr><tr><td>13</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>14</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td><td>\u2014</td></tr><tr><td>15</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td></tr><tr><td>16</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td><td>\u2014</td></tr><tr><td>17</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td></tr><tr><td>18</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td></tr><tr><td>19</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td></tr><tr><td>20</td><td>5</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>\u2014*</td><td>\u2014</td><td>\u2014</td><td>\u2014</td><td>2</td><td>2</td></tr></tbody><tfoot><tr><td colspan=\"11\"> * The studious spells class feature gives you extra slots of this level for specific spells.\r\n</td></tr></tfoot></table>\r\n\r\n<title level=\"3\" >Ancestry And Background</title>\r\nIn addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.\r\n\r\n<title level=\"3\" >Initial Proficiencies</title>\r\nAt 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.\r\n\r\n<title level=\"3\" >Arcane Spellcasting</title>\r\nYou study spells so you can combine them with your attacks or solve problems that strength of arms alone can't handle. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a magus, you can draw replacement sigils with the tip of your weapon or your free hand for spells requiring material components, replacing them with somatic components instead of needing a [material component pouch](/Equipment.aspx?ID=33).\n\n At 1st level, you can prepare one 1st-level spell and five cantrips each morning from the spells in your spellbook (see below). Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.\n\n As you increase in level as a magus, your number of spell slots and the highest level of spells you can cast from spell slots increase, shown in Table 2\u20132: Magus Spells per Day. Because you split your focus between physical training and magical scholarship, you have no more than two spell slots of your highest level and, if you can cast 2nd-level spells or higher, two spell slots of 1 level lower than your highest spell level.\n\n Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack rolls and spell DCs use your Intelligence modifier. Details on calculating these statistics appear in [Spell Attack Roll](/Rules.aspx?ID=325). \n\n<title level=\"3\">Heightening Spells</title> When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they're heightened to certain levels. \n\n<title level=\"3\">Cantrips</title> A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up\u2014this is usually equal to the highest level of spell you can cast as a magus. For example, as a 1st-level magus, your cantrips are 1st-level spells, and as a 5th-level magus, your cantrips are 3rd-level spells. \n\n<title level=\"3\">Spellbook</title> Every arcane spell has a written version, usually recorded in a spellbook. You start with a [spellbook](/Equipment.aspx?ID=53) worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the [arcane](/SpellLists.aspx?Tradition=1) spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled _Theses on the Stratagems of Supernatural Warfare_ to a tattered collection of training pamphlets with your name scrawled on the cover.\n\n Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the [Arcana](/Skills.aspx?ID=2) skill to add other spells that you find in your adventures (see [Learn a Spell](/Skills.aspx?General=true&amp;ID=4)). Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.\n\n If you have a spellbook from multiple sources (such as being a magus with the [Wizard Dedication](/Feats.aspx?ID=742) feat), you can use the same spellbook for all your spells.\r\n\r\n<title level=\"3\" >Spellstrike</title>\r\nYou've learned the fundamental magus technique that lets you combine magical and physical attacks together. You gain the Spellstrike activity.\n\n<document level=\"2\" id=\"action-755\" />\r\n\r\n<title level=\"3\" >Arcane Cascade</title>\r\nAfter you wield magic, you can enter a special stance to make your attacks more effective.\n\n<document level=\"2\" id=\"action-756\" />\r\n\r\n<title level=\"3\" >Hybrid Study</title>\r\nYour extensive physical training and carefully chosen magic combine to form a unique and dangerous fighting style that's more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to Spellstrike or Arcane Cascade, and it determines your initial conflux spell. Hybrid Studies can be found [here](HybridStudies.aspx).\r\n\r\n<title level=\"3\" >Conflux Spells</title>\r\nYou learn a conflux spell from your hybrid study, and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and 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 both study your spellbook and perform a physical regimen.\n\n Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found [here](/Rules.aspx?ID=276).\r\n\r\n<title level=\"3\" right=\"Level 2\">Magus Feats</title>\r\nAt 2nd level and every even-numbered level thereafter, you gain a magus class feat.\r\n\r\n<title level=\"3\" right=\"Level 2\">Skill Feats</title>\r\nAt 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.\r\n\r\n<title level=\"3\" right=\"Level 3\">General Feats</title>\r\nAt 3rd level and every 4 levels thereafter, you gain a general feat.\r\n\r\n<title level=\"3\" right=\"Level 3\">Skill Increases</title>\r\nAt 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this skill increase to become trained in one skill you're untrained in, or become an expert in one skill in which you are already trained.\n\n 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.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ability Boosts</title>\r\nAt 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.\r\n\r\n<title level=\"3\" right=\"Level 5\">Ancestry Feats</title>\r\nIn addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.\r\n\r\n<title level=\"3\" right=\"Level 5\">Lightning Reflexes</title>\r\nYour reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 5\">Weapon Expertise</title>\r\nYou've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 7\">Studious Spells</title>\r\nYour hybrid study grants you additional spells that can enhance your power in combat. You gain two special 2nd-level studious spell slots, which can be used to prepare [_spider climb_](/Spells.aspx?ID=299), [_true strike_](/Spells.aspx?ID=345), [_water breathing_](/Spells.aspx?ID=370), and an additional spell depending on your hybrid study. You add any spells from this class feature to your spellbook. At 11th level, the extra slots increase to 3rd level and you add [_haste_](/Spells.aspx?ID=147) and an additional spell depending on your hybrid study. At 13th level, the extra slots increase to 4th level and you add [_fly_](/Spells.aspx?ID=125) and an additional spell depending on your hybrid study.\n\nSee specific [hybrid studies](HybridStudies.aspx) for more information.\r\n\r\n<title level=\"3\" right=\"Level 7\">Weapon Specialization</title>\r\nYou can inflict greater injuries with your favored weapons. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 9\">Alertness</title>\r\nYou remain alert to threats around you. Your proficiency rank for Perception increases to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Expert Spellcaster</title>\r\nYour fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 9\">Resolve</title>\r\nYou've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 11\">Medium Armor Expertise</title>\r\nYou've learned to defend yourself better against incoming attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.\r\n\r\n<title level=\"3\" right=\"Level 13\">Weapon Mastery</title>\r\nYou fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.\r\n\r\n<title level=\"3\" right=\"Level 15\">Greater Weapon Specialization</title>\r\nYour damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.\r\n\r\n<title level=\"3\" right=\"Level 15\">Juggernaut</title>\r\nYour body is accustomed to physical hardship and resistant to a wide range of ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.\r\n\r\n<title level=\"3\" right=\"Level 17\">Master Spellcaster</title>\r\nYou fortify your spells with masterful prowess. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.\r\n\r\n<title level=\"3\" right=\"Level 17\">Medium Armor Mastery</title>\r\nYour skill with light and medium armor improves, increasing your ability to avoid blows. Your proficiency ranks for light and medium armor, as well as for unarmed defense, increase to master.\r\n\r\n<title level=\"3\" right=\"Level 19\">Double Spellstrike </title>\r\nYou can extend the magic of spells you store with Spellstrike. After you make a Spellstrike with a spell cast from a spell slot, you retain an echo of the spell, stored in your body. The next time you Spellstrike, you can cast the same spell again without expending a spell slot.\n\n If you choose to cast a different spell with Spellstrike, or you go 1 minute without using the stored spell, the stored spell dissipates harmlessly.", "name": "Magus", "perception_proficiency": "Trained", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "reflex_proficiency": "Trained", "release_date": "2021-09-01", "resistance": {}, "search_markdown": "<traits>\r\n\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 35 <sup>1.1</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe magus, a polymath of battle, trains in both spells and strikes. Combining these arts, a magus channels spells into their weapon or body to \u2026\r\n</summary>", "skill_proficiency": ["Trained in  Arcana", "Trained in a number of additional skills equal to 2 plus your Intelligence modifier"], "source": ["Secrets of Magic"], "source_category": ["Rulebooks"], "source_markdown": "[Secrets of Magic](/Sources.aspx?ID=96) pg. 35 <sup>1.1</sup>", "speed": {}, "summary_markdown": "The magus, a polymath of battle, trains in both spells and strikes. Combining these arts, a magus channels spells into their weapon or body to \u2026", "tradition": ["Arcane"], "tradition_markdown": "[Arcane](/SpellLists.aspx?Tradition=1)", "trait_markdown": "", "type": "Class", "url": "/Classes.aspx?ID=17", "weakness": {}, "will_proficiency": "Expert"}, {"category": "familiar-specific", "familiar_ability": ["Amphibious", "Breath Weapon", "Darkvision", "Flier", "Manual Dexterity", "Speech", "Touch Telepathy"], "id": "familiar-specific-1", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Faerie Dragon](/Familiars.aspx?ID=1&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Dragon\" url=\"/Traits.aspx?ID=50\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 147 <sup>2.0</sup>\n\n**Required Number of Abilities** 6\r\n\r\n**Granted Abilities** [Amphibious](/Familiars.aspx?ID=1), [Darkvision](/Familiars.aspx?ID=5), [Flier](/Familiars.aspx?ID=7), [Manual Dexterity](/Familiars.aspx?ID=10), [Speech](/Familiars.aspx?ID=12), [Touch Telepathy](/Familiars.aspx?ID=36)\r\n\r\n</column>\r\n\r\nThese tiny, mischievous dragons make natural allies for benevolent or capricious characters.\r\n\r\n<document level=\"2\" id=\"familiar-ability-19\" />", "name": "Faerie Dragon", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-07-30", "required_abilities": 6, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Dragon\" url=\"/Traits.aspx?ID=50\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 147 <sup>2.0</sup>\n\n**Required Number of Abilities** 6\r\n\r\n**Granted Abilities** [Amphibious](/Familiars.aspx?ID=1), [Darkvision](/Familiars.aspx?ID=5), [Flier](/Familiars.aspx?ID=7), [Manual Dexterity](/Familiars.aspx?ID=10), [Speech](/Familiars.aspx?ID=12), [Touch Telepathy](/Familiars.aspx?ID=36)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese tiny, mischievous dragons make natural allies for benevolent or capricious characters.\r\n</summary>", "source": ["Advanced Player's Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 147 <sup>2.0</sup>", "speed": {}, "summary_markdown": "These tiny, mischievous dragons make natural allies for benevolent or capricious characters.", "trait": ["Dragon"], "trait_markdown": "[Dragon](/Traits.aspx?ID=50)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=1&Specific=true", "weakness": {}}, {"alignment": "LE", "category": "familiar-specific", "familiar_ability": ["Darkvision", "Flier", "Imp Invisibility", "Infernal Temptation", "Manual Dexterity", "Resistance (fire and poison)", "Skilled (Deception)", "Speech", "Touch Telepathy"], "id": "familiar-specific-2", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Imp](/Familiars.aspx?ID=2&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"LE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Devil\" url=\"/Traits.aspx?ID=44\" />\r\n<trait label=\"Fiend\" url=\"/Traits.aspx?ID=70\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 147 <sup>2.0</sup>\n\n**Alignment**\r\nAn imp must be lawful evil.\r\n\r\n**Required Number of Abilities** 8\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Flier](/Familiars.aspx?ID=7), [Manual Dexterity](/Familiars.aspx?ID=10), [Resistance (fire and poison)](/Familiars.aspx?ID=32), [Skilled (Deception)](/Familiars.aspx?ID=33), [Speech](/Familiars.aspx?ID=12), [Touch Telepathy](/Familiars.aspx?ID=36)\r\n\r\n</column>\r\n\r\nImp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell.\r\n\r\n<document level=\"2\" id=\"familiar-ability-20\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-21\" />", "name": "Imp", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-07-30", "required_abilities": 8, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"LE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Devil\" url=\"/Traits.aspx?ID=44\" />\r\n<trait label=\"Fiend\" url=\"/Traits.aspx?ID=70\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 147 <sup>2.0</sup>\n\n**Required Number of Abilities** 8\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Flier](/Familiars.aspx?ID=7), [Manual Dexterity](/Familiars.aspx?ID=10), [Resistance (fire and poison)](/Familiars.aspx?ID=32), [Skilled (Deception)](/Familiars.aspx?ID=33), [Speech](/Familiars.aspx?ID=12), [Touch Telepathy](/Familiars.aspx?ID=36)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nImp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell.\r\n</summary>", "source": ["Advanced Player's Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 147 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Imp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell.", "trait": ["Devil", "Fiend"], "trait_markdown": "[Devil](/Traits.aspx?ID=44), [Fiend](/Traits.aspx?ID=70)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=2&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Climber", "Darkvision", "Magic Scent", "Ooze Defense", "Slime Rejuvenation", "Tough"], "id": "familiar-specific-3", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Spellslime](/Familiars.aspx?ID=3&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Ooze\" url=\"/Traits.aspx?ID=122\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 147 <sup>2.0</sup>\n\n**Required Number of Abilities** 4\r\n\r\n**Granted Abilities** [Climber](/Familiars.aspx?ID=3), [Darkvision](/Familiars.aspx?ID=5), [Tough](/Familiars.aspx?ID=37)\r\n\r\n</column>\r\n\r\nThese friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a spellslime familiar only if you can cast spells using spell slots.\r\n\r\n<document level=\"2\" id=\"familiar-ability-22\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-23\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-24\" />", "name": "Spellslime", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2020-07-30", "required_abilities": 4, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Ooze\" url=\"/Traits.aspx?ID=122\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 147 <sup>2.0</sup>\n\n**Required Number of Abilities** 4\r\n\r\n**Granted Abilities** [Climber](/Familiars.aspx?ID=3), [Darkvision](/Familiars.aspx?ID=5), [Tough](/Familiars.aspx?ID=37)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a \u2026\r\n</summary>", "source": ["Advanced Player's Guide"], "source_category": ["Rulebooks"], "source_markdown": "[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 147 <sup>2.0</sup>", "speed": {}, "summary_markdown": "These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a \u2026", "trait": ["Ooze"], "trait_markdown": "[Ooze](/Traits.aspx?ID=122)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=3&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Aeon Stone Reservoir", "Can't Walk", "Constructed", "Crystalline", "Flier"], "id": "familiar-specific-4", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Aeon Wyrd](/Familiars.aspx?ID=4&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [PFS Guide](/Sources.aspx?ID=50) pg. 122\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Flier](/Familiars.aspx?ID=7)\r\n\r\n</column>\r\n\r\nAn aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master.\r\n\r\n<document level=\"2\" id=\"familiar-ability-41\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-42\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-43\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-44\" />", "name": "Aeon Wyrd", "pfs": "Standard", "primary_source_category": "Lost Omens", "rarity": "common", "rarity_id": 1, "release_date": "2020-10-14", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [PFS Guide](/Sources.aspx?ID=50) pg. 122\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Flier](/Familiars.aspx?ID=7)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master.\r\n</summary>", "source": ["PFS Guide"], "source_category": ["Lost Omens"], "source_markdown": "[PFS Guide](/Sources.aspx?ID=50) pg. 122", "speed": {}, "summary_markdown": "An aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master.", "trait": ["Construct"], "trait_markdown": "[Construct](/Traits.aspx?ID=35)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=4&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Darkvision", "Flier", "Ink Spray", "Manual Dexterity", "Scent", "Skilled (Arcana, Society)", "Speech", "Stylus Claws"], "id": "familiar-specific-5", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Calligraphy Wyrm](/Familiars.aspx?ID=5&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [PFS Guide](/Sources.aspx?ID=50) pg. 122\r\n\r\n_[**PFS Note**](/pathfinder-society) The saving throw for the calligraphy wyrm\u2019s Ink Spray ability should have a DC equal to the master\u2019s spell DC or class DC, whichever is higher._\n\n**Required Number of Abilities** 6\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Flier](/Familiars.aspx?ID=7), [Manual Dexterity](/Familiars.aspx?ID=10), [Scent](/Familiars.aspx?ID=11), [Skilled (Arcana, Society)](/Familiars.aspx?ID=33), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nCalligraphy wyrms are curious dragons constantly in search of new lore and writing. They make natural allies for Pathfinders. While knowledgeable, calligraphy wyrms can also be know-it-alls. Their chirpy, high-pitched voices make this attitude humorous to some and insufferable to others.\r\n\r\n<document level=\"2\" id=\"familiar-ability-45\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-46\" />", "name": "Calligraphy Wyrm", "pfs": "Standard", "primary_source_category": "Lost Omens", "rarity": "common", "rarity_id": 1, "release_date": "2020-10-14", "required_abilities": 6, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [PFS Guide](/Sources.aspx?ID=50) pg. 122\n\n**Required Number of Abilities** 6\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Flier](/Familiars.aspx?ID=7), [Manual Dexterity](/Familiars.aspx?ID=10), [Scent](/Familiars.aspx?ID=11), [Skilled (Arcana, Society)](/Familiars.aspx?ID=33), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCalligraphy wyrms are curious dragons constantly in search of new lore and writing. They make natural allies for Pathfinders. While knowledgeable, \u2026\r\n</summary>", "source": ["PFS Guide"], "source_category": ["Lost Omens"], "source_markdown": "[PFS Guide](/Sources.aspx?ID=50) pg. 122", "speed": {}, "summary_markdown": "Calligraphy wyrms are curious dragons constantly in search of new lore and writing. They make natural allies for Pathfinders. While knowledgeable, \u2026", "trait": ["Beast"], "trait_markdown": "[Beast](/Traits.aspx?ID=20)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=5&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Alter Dweomer", "Darkvision", "Detect Magic", "Scent", "Speech"], "id": "familiar-specific-6", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Dweomercat Cub](/Familiars.aspx?ID=6&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [PFS Guide](/Sources.aspx?ID=50) pg. 122\n\n**Required Number of Abilities** 4\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Scent](/Familiars.aspx?ID=11), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nPathfinder agent Arianrhod Thriceborn, an adherent of the Eldest [Magdh](/Deities.aspx?ID=97), raised a litter of these intelligent mystical felines from the [First World](/Planes.aspx?ID=10). Dweomercat cubs are curious and love exploring ley lines and traveling the world. At only 1 foot tall and weighing 15 pounds, dweomercat cubs are smaller than their egos and curiosity imply.\r\n\r\n<document level=\"2\" id=\"familiar-ability-47\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-48\" />", "name": "Dweomercat Cub", "pfs": "Standard", "primary_source_category": "Lost Omens", "rarity": "common", "rarity_id": 1, "release_date": "2020-10-14", "required_abilities": 4, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [PFS Guide](/Sources.aspx?ID=50) pg. 122\n\n**Required Number of Abilities** 4\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Scent](/Familiars.aspx?ID=11), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPathfinder agent Arianrhod Thriceborn, an adherent of the Eldest  Magdh , raised a litter of these intelligent mystical felines from the  First World \u2026\r\n</summary>", "source": ["PFS Guide"], "source_category": ["Lost Omens"], "source_markdown": "[PFS Guide](/Sources.aspx?ID=50) pg. 122", "speed": {}, "summary_markdown": "Pathfinder agent Arianrhod Thriceborn, an adherent of the Eldest  Magdh , raised a litter of these intelligent mystical felines from the  First World \u2026", "trait": ["Beast"], "trait_markdown": "[Beast](/Traits.aspx?ID=20)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=6&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Constructed", "Flammable"], "id": "familiar-specific-7", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Poppet](/Familiars.aspx?ID=7&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [PFS Guide](/Sources.aspx?ID=50) pg. 123\n\n**Required Number of Abilities** 1\r\n\r\n**Granted Abilities** \r\n\r\n</column>\r\n\r\nEndlessly modifiable, poppet familiars made of wicker and wood are among the most basic [construct](/Traits.aspx?ID=35) familiars available to Pathfinder agents across the globe.\r\n\r\n<document level=\"2\" id=\"familiar-ability-49\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-50\" />", "name": "Poppet", "pfs": "Standard", "primary_source_category": "Lost Omens", "rarity": "common", "rarity_id": 1, "release_date": "2020-10-14", "required_abilities": 1, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [PFS Guide](/Sources.aspx?ID=50) pg. 123\n\n**Required Number of Abilities** 1\r\n\r\n**Granted Abilities** \r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEndlessly modifiable, poppet familiars made of wicker and wood are among the most basic  construct  familiars available to Pathfinder agents across \u2026\r\n</summary>", "source": ["PFS Guide"], "source_category": ["Lost Omens"], "source_markdown": "[PFS Guide](/Sources.aspx?ID=50) pg. 123", "speed": {}, "summary_markdown": "Endlessly modifiable, poppet familiars made of wicker and wood are among the most basic  construct  familiars available to Pathfinder agents across \u2026", "trait": ["Construct"], "trait_markdown": "[Construct](/Traits.aspx?ID=35)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=7&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Become Shadow", "Darkvision", "Manual Dexterity", "Master's Form", "resistance (cold and negative)", "Shadow Step", "Slink In Shadows", "Steal Shadow"], "id": "familiar-specific-8", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Shadow Familiar](/Familiars.aspx?ID=8&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Shadow\" url=\"/Traits.aspx?ID=143\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 229 <sup>1.1</sup>\n\n**Access**\r\nyou're a [shadowcaster](/Archetypes.aspx?ID=101)\n\n**Required Number of Abilities** 7\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Manual Dexterity](/Familiars.aspx?ID=10), [Master's Form](/Familiars.aspx?ID=28), [resistance (cold and negative)](/Familiars.aspx?ID=32), [Shadow Step](/Familiars.aspx?ID=52)\r\n\r\n</column>\r\n\r\nSome spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be identified by their lack of a shadow regardless of the level of light in the area and by the strange muted appearance of any article of clothing or jewelry they wear. Occasionally mistaken for [vampires](/MonsterFamilies.aspx?ID=97) or other [undead](/Traits.aspx?ID=160) by the cautious or superstitious, these spellcasters nonetheless find the trade worth it in exchange for the unique abilities their shadow familiar can possess.\n\n Shadow familiars are a type of specific familiar. While all shadowcasters have access to these familiars, there are other paths to learn the proper magic to obtain a shadow familiar. \r\n\r\n<document level=\"2\" id=\"familiar-ability-53\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-54\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-55\" />", "name": "Shadow Familiar", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "release_date": "2021-09-01", "required_abilities": 7, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Shadow\" url=\"/Traits.aspx?ID=143\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 229 <sup>1.1</sup>\r\n\r\n**Access**\r\nyou're a [shadowcaster](/Archetypes.aspx?ID=101)\r\n\r\n**Required Number of Abilities** 7\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Manual Dexterity](/Familiars.aspx?ID=10), [Master's Form](/Familiars.aspx?ID=28), [resistance (cold and negative)](/Familiars.aspx?ID=32), [Shadow Step](/Familiars.aspx?ID=52)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSome spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be \u2026\r\n</summary>", "source": ["Secrets of Magic"], "source_category": ["Rulebooks"], "source_markdown": "[Secrets of Magic](/Sources.aspx?ID=96) pg. 229 <sup>1.1</sup>", "speed": {}, "summary_markdown": "Some spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be \u2026", "trait": ["Shadow", "Uncommon"], "trait_markdown": "[Shadow](/Traits.aspx?ID=143), [Uncommon](/Traits.aspx?ID=159)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=8&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Clockwork", "Constructed", "Darkvision", "Electricity Vulnerability", "Steam Screen", "Toggle Standby Mode"], "id": "familiar-specific-9", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Clockwork Familiar](/Familiars.aspx?ID=9&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Clockwork\" url=\"/Traits.aspx?ID=331\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 23\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5)\r\n\r\n</column>\r\n\r\nA clockwork creature is typically composed entirely of turning gears and small bronze steam pipes. It can take the form of any Tiny animal, such as a small mammal, reptile, or bird. Its eyes are cut from glittering glass, with many facets within to help it process what it sees. Any teeth, beak, and tongue are rendered out of iron. When it moves, its joints emit little croaks and whistles, and it occasionally emits electrical sparks if perturbed. Clockwork creatures who live near the sea, or are otherwise exposed to water often, might squeeze lemons and use the juice to wash themselves. They can also blow steam out of the pipes on their bodies to intimidate an enemy or put up a smokescreen. Your clockwork familiar is a specific familiar. Specific familiars (Advanced Player\u2019s Guide 147) are familiars with unique abilities. In order for you to choose a specific familiar, your familiar must be capable of having the template\u2019s required number of familiar abilities. A specific familiar gains the listed traits and several abilities, including abilities it can gain only as a specific familiar. Much like a familiar that naturally has a familiar ability, you can never swap out any of these granted or unique abilities. Once you\u2019ve selected a specific familiar, you can\u2019t change it without losing your familiar\u2014this uses the same rules as if your familiar had died. If your familiar gains more abilities than necessary to become a specific familiar, you can spend the remaining abilities normally. If your clockwork familiar is destroyed, it can be brought back to life through any conventional means that would bring back a living familiar, such as through resurrection magic.\r\n\r\n<document level=\"2\" id=\"familiar-ability-56\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-57\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-58\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-59\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-60\" />", "name": "Clockwork Familiar", "pfs": "Standard", "primary_source_category": "Lost Omens", "rarity": "uncommon", "rarity_id": 2, "release_date": "2021-10-13", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Clockwork\" url=\"/Traits.aspx?ID=331\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 23\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA clockwork creature is typically composed entirely of turning gears and small bronze steam pipes. It can take the form of any Tiny animal, such as a \u2026\r\n</summary>", "source": ["Grand Bazaar"], "source_category": ["Lost Omens"], "source_markdown": "[Grand Bazaar](/Sources.aspx?ID=100) pg. 23", "speed": {}, "summary_markdown": "A clockwork creature is typically composed entirely of turning gears and small bronze steam pipes. It can take the form of any Tiny animal, such as a \u2026", "trait": ["Clockwork", "Construct", "Uncommon"], "trait_markdown": "[Clockwork](/Traits.aspx?ID=331), [Construct](/Traits.aspx?ID=35), [Uncommon](/Traits.aspx?ID=159)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=9&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Accompanist", "Elemental", "Resonance", "Speech"], "id": "familiar-specific-10", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Elemental Wisp](/Familiars.aspx?ID=10&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 35\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Accompanist](/Familiars.aspx?ID=25), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nWisps are tiny elemental beings that often act as familiars to spellcasters attuned to the elements. They each usually have different personalities: air wisps are playful and capricious, earth wisps are timid but loyal, fire wisps are carefree and boisterous, and water wisps are gentle and nurturing.\r\n\r\n<document level=\"2\" id=\"familiar-ability-73\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-74\" />", "name": "Elemental Wisp", "pfs": "Standard", "primary_source_category": "Lost Omens", "rarity": "common", "rarity_id": 1, "release_date": "2021-10-13", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 35\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Accompanist](/Familiars.aspx?ID=25), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWisps are tiny elemental beings that often act as familiars to spellcasters attuned to the elements. They each usually have different personalities: \u2026\r\n</summary>", "source": ["Grand Bazaar"], "source_category": ["Lost Omens"], "source_markdown": "[Grand Bazaar](/Sources.aspx?ID=100) pg. 35", "speed": {}, "summary_markdown": "Wisps are tiny elemental beings that often act as familiars to spellcasters attuned to the elements. They each usually have different personalities: \u2026", "trait": ["Elemental"], "trait_markdown": "[Elemental](/Traits.aspx?ID=57)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=10&Specific=true", "weakness": {}}, {"alignment": "N", "category": "familiar-specific", "familiar_ability": ["Darkvision", "Flier", "Haunting Melody", "Manual Dexterity", "Nosoi Resistance", "Speech"], "id": "familiar-specific-11", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Nosoi](/Familiars.aspx?ID=11&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Monitor\" url=\"/Traits.aspx?ID=111\" />\r\n<trait label=\"Psychopomp\" url=\"/Traits.aspx?ID=232\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 35\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Flier](/Familiars.aspx?ID=7), [Manual Dexterity](/Familiars.aspx?ID=10), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nA nosoi's physical appearance is that of a bird\u2014usually a crow, sparrow, or whippoorwill\u2014though it wears a funerary mask that accentuates its beak. Nosois measure about 1 foot in length but are unusually heavy, weighing between 10 and 15 pounds.\r\n\r\n<document level=\"2\" id=\"familiar-ability-75\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-76\" />", "name": "Nosoi", "pfs": "Standard", "primary_source_category": "Lost Omens", "rarity": "common", "rarity_id": 1, "release_date": "2021-10-13", "required_abilities": 5, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Monitor\" url=\"/Traits.aspx?ID=111\" />\r\n<trait label=\"Psychopomp\" url=\"/Traits.aspx?ID=232\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 35\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Flier](/Familiars.aspx?ID=7), [Manual Dexterity](/Familiars.aspx?ID=10), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA nosoi's physical appearance is that of a bird\u2014usually a crow, sparrow, or whippoorwill\u2014though it wears a funerary mask that accentuates its beak. \u2026\r\n</summary>", "source": ["Grand Bazaar"], "source_category": ["Lost Omens"], "source_markdown": "[Grand Bazaar](/Sources.aspx?ID=100) pg. 35", "speed": {}, "summary_markdown": "A nosoi's physical appearance is that of a bird\u2014usually a crow, sparrow, or whippoorwill\u2014though it wears a funerary mask that accentuates its beak. \u2026", "trait": ["Monitor", "Psychopomp"], "trait_markdown": "[Monitor](/Traits.aspx?ID=111), [Psychopomp](/Traits.aspx?ID=232)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=11&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Climber", "Darkvision", "Divinatory Linguist", "Second Opinion", "skilled (two skills of your choice)", "Speech"], "id": "familiar-specific-12", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Pipefox](/Familiars.aspx?ID=12&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 35\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Climber](/Familiars.aspx?ID=3), [Darkvision](/Familiars.aspx?ID=5), [Second Opinion](/Familiars.aspx?ID=65), [skilled (two skills of your choice)](/Familiars.aspx?ID=33), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nA pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and they love to acquire knowledge, using innate divination magic to learn facts and languages over time. They can bond with a person sharing their scholarly pursuits after a long period of observation and careful social interactions.\r\n\r\n<document level=\"2\" id=\"familiar-ability-77\" />", "name": "Pipefox", "pfs": "Standard", "primary_source_category": "Lost Omens", "rarity": "common", "rarity_id": 1, "release_date": "2021-10-13", "required_abilities": 5, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 35\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Climber](/Familiars.aspx?ID=3), [Darkvision](/Familiars.aspx?ID=5), [Second Opinion](/Familiars.aspx?ID=65), [skilled (two skills of your choice)](/Familiars.aspx?ID=33), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and they love to acquire \u2026\r\n</summary>", "source": ["Grand Bazaar"], "source_category": ["Lost Omens"], "source_markdown": "[Grand Bazaar](/Sources.aspx?ID=100) pg. 35", "speed": {}, "summary_markdown": "A pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and they love to acquire \u2026", "trait": ["Beast"], "trait_markdown": "[Beast](/Traits.aspx?ID=20)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=12&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Lend a Hand", "Manual Dexterity", "Spell Delivery", "Undead", "Valet"], "id": "familiar-specific-17", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Crawling Hand](/Familiars.aspx?ID=17&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 40\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Manual Dexterity](/Familiars.aspx?ID=10), [Spell Delivery](/Familiars.aspx?ID=18), [Valet](/Familiars.aspx?ID=38)\r\n\r\n</column>\r\n\r\nCrawling hands make grisly but striking familiars, popular among necromancers with an eye for aesthetics. They also tend to be convenient, due to many available spare parts. Crawling hands can be skeletal or fleshy, like a zombie.\r\n\r\n<document level=\"2\" id=\"familiar-ability-78\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-79\" />", "name": "Crawling Hand", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2022-04-27", "required_abilities": 5, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 40\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Manual Dexterity](/Familiars.aspx?ID=10), [Spell Delivery](/Familiars.aspx?ID=18), [Valet](/Familiars.aspx?ID=38)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCrawling hands make grisly but striking familiars, popular among necromancers with an eye for aesthetics. They also tend to be convenient, due to \u2026\r\n</summary>", "source": ["Book of the Dead"], "source_category": ["Rulebooks"], "source_markdown": "[Book of the Dead](/Sources.aspx?ID=118) pg. 40", "speed": {}, "summary_markdown": "Crawling hands make grisly but striking familiars, popular among necromancers with an eye for aesthetics. They also tend to be convenient, due to \u2026", "trait": ["Undead"], "trait_markdown": "[Undead](/Traits.aspx?ID=160)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=17&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Anchored Incorporeality", "Flier", "Invisibility", "Undead"], "id": "familiar-specific-18", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Old Friend](/Familiars.aspx?ID=18&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Incorporeal\" url=\"/Traits.aspx?ID=222\" />\r\n<trait label=\"Spirit\" url=\"/Traits.aspx?ID=149\" />\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 40\n\n**Required Number of Abilities** 4\r\n\r\n**Granted Abilities** [Flier](/Familiars.aspx?ID=7)\r\n\r\n</column>\r\n\r\nSometimes, the spirit of a cherished pet returns from the [Boneyard](/Planes.aspx?ID=15) to continue aiding its beloved owner. These tiny animal ghosts tend to be bound to anchors such as favorite toys, collars, or carved representations of who they were in life. An old friend is less likely to be evil than other undead familiars, as is its master.\r\n\r\n<document level=\"2\" id=\"familiar-ability-81\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-80\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-79\" />", "name": "Old Friend", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2022-04-27", "required_abilities": 4, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Incorporeal\" url=\"/Traits.aspx?ID=222\" />\r\n<trait label=\"Spirit\" url=\"/Traits.aspx?ID=149\" />\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 40\n\n**Required Number of Abilities** 4\r\n\r\n**Granted Abilities** [Flier](/Familiars.aspx?ID=7)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSometimes, the spirit of a cherished pet returns from the  Boneyard  to continue aiding its beloved owner. These tiny animal ghosts tend to be bound \u2026\r\n</summary>", "source": ["Book of the Dead"], "source_category": ["Rulebooks"], "source_markdown": "[Book of the Dead](/Sources.aspx?ID=118) pg. 40", "speed": {}, "summary_markdown": "Sometimes, the spirit of a cherished pet returns from the  Boneyard  to continue aiding its beloved owner. These tiny animal ghosts tend to be bound \u2026", "trait": ["Incorporeal", "Spirit", "Undead"], "trait_markdown": "[Incorporeal](/Traits.aspx?ID=222), [Spirit](/Traits.aspx?ID=149), [Undead](/Traits.aspx?ID=160)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=18&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Anchored Incorporeality", "Flier", "Lifelink", "Polong Possession", "Skilled (Society)\r\n", "Speech", "Spellcasting", "Undead"], "id": "familiar-specific-19", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Limited\">[Polong](/Familiars.aspx?ID=19&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Incorporeal\" url=\"/Traits.aspx?ID=222\" />\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 40\n\n**Required Number of Abilities** 8\r\n\r\n**Granted Abilities** [Flier](/Familiars.aspx?ID=7), [Lifelink](/Familiars.aspx?ID=16), [Skilled (Society)\r\n](/Familiars.aspx?ID=33), [Speech](/Familiars.aspx?ID=12), [Spellcasting](/Familiars.aspx?ID=34)\r\n\r\n</column>\r\n\r\n[Polongs](/Monsters.aspx?ID=1891) are wicked, invisible spirits created from the blood of murder victims, bound to glass bottles, and fed with the blood of their master. They're often used to possess and sicken their master's enemies. Polongs can't be found or acquired, only created, a process that can take up to two weeks. If a polong's bottle is ever destroyed, or if its master fails to provide its daily feeding of blood, the polong withers and dies.\r\n\r\n<document level=\"2\" id=\"familiar-ability-82\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-83\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-79\" />", "name": "Polong", "pfs": "Limited", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2022-04-27", "required_abilities": 8, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Incorporeal\" url=\"/Traits.aspx?ID=222\" />\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 40\n\n**Required Number of Abilities** 8\r\n\r\n**Granted Abilities** [Flier](/Familiars.aspx?ID=7), [Lifelink](/Familiars.aspx?ID=16), [Skilled (Society)\r\n](/Familiars.aspx?ID=33), [Speech](/Familiars.aspx?ID=12), [Spellcasting](/Familiars.aspx?ID=34)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\n Polongs  are wicked, invisible spirits created from the blood of murder victims, bound to glass bottles, and fed with the blood of their master. \u2026\r\n</summary>", "source": ["Book of the Dead"], "source_category": ["Rulebooks"], "source_markdown": "[Book of the Dead](/Sources.aspx?ID=118) pg. 40", "speed": {}, "summary_markdown": " Polongs  are wicked, invisible spirits created from the blood of murder victims, bound to glass bottles, and fed with the blood of their master. \u2026", "trait": ["Incorporeal", "Undead"], "trait_markdown": "[Incorporeal](/Traits.aspx?ID=222), [Undead](/Traits.aspx?ID=160)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=19&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Cantrip Connection", "Heads Will Roll", "Skilled (your choice of Arcana, Occultism, or one kind of Lore)", "Speech", "Undead"], "id": "familiar-specific-20", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Talking Head](/Familiars.aspx?ID=20&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 40\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Cantrip Connection](/Familiars.aspx?ID=13), [Skilled (your choice of Arcana, Occultism, or one kind of Lore)](/Familiars.aspx?ID=33), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nSimilar to [beheaded](/MonsterFamilies.aspx?ID=220), these disembodied, reanimated heads (with or without skin) retain some of their arcane wisdom, making for invaluable study partners. However, they also tend to be mouthy, opinionated, or downright obnoxious with their constant chattering, leading some annoyed masters to sew their mouths shut in punishment.\r\n\r\n<document level=\"2\" id=\"familiar-ability-84\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-79\" />", "name": "Talking Head", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2022-04-27", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 40\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Cantrip Connection](/Familiars.aspx?ID=13), [Skilled (your choice of Arcana, Occultism, or one kind of Lore)](/Familiars.aspx?ID=33), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSimilar to  beheaded , these disembodied, reanimated heads (with or without skin) retain some of their arcane wisdom, making for invaluable study \u2026\r\n</summary>", "source": ["Book of the Dead"], "source_category": ["Rulebooks"], "source_markdown": "[Book of the Dead](/Sources.aspx?ID=118) pg. 40", "speed": {}, "summary_markdown": "Similar to  beheaded , these disembodied, reanimated heads (with or without skin) retain some of their arcane wisdom, making for invaluable study \u2026", "trait": ["Undead"], "trait_markdown": "[Undead](/Traits.aspx?ID=160)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=20&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Breath Weapon", "Darkvision", "Flier", "Manual Dexterity", "Silver Infusion", "Speech", "Tenacious Mind"], "id": "familiar-specific-21", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Limited\">[House Drake](/Familiars.aspx?ID=21&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Dragon\" url=\"/Traits.aspx?ID=50\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 53\n\n**Required Number of Abilities** 6\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Flier](/Familiars.aspx?ID=7), [Manual Dexterity](/Familiars.aspx?ID=10), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nHouse drakes are loyal and friendly, but prefer to be treated as equals rather than pets.\r\n\r\n<document level=\"2\" id=\"familiar-ability-85\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-86\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-87\" />", "name": "House Drake", "pfs": "Limited", "primary_source_category": "Adventures", "primary_source_group": "Shadows at Sundown", "rarity": "uncommon", "rarity_id": 2, "release_date": "2022-05-25", "required_abilities": 6, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Dragon\" url=\"/Traits.aspx?ID=50\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 53\n\n**Required Number of Abilities** 6\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=5), [Flier](/Familiars.aspx?ID=7), [Manual Dexterity](/Familiars.aspx?ID=10), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHouse drakes are loyal and friendly, but prefer to be treated as equals rather than pets.\r\n</summary>", "source": ["Shadows at Sundown"], "source_category": ["Adventures"], "source_group": ["Shadows at Sundown"], "source_markdown": "[Shadows at Sundown](/Sources.aspx?ID=121) pg. 53", "speed": {}, "spoilers": "Shadows at Sundown", "summary_markdown": "House drakes are loyal and friendly, but prefer to be treated as equals rather than pets.", "trait": ["Dragon", "Uncommon"], "trait_markdown": "[Dragon](/Traits.aspx?ID=50), [Uncommon](/Traits.aspx?ID=159)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=21&Specific=true", "weakness": {}}, {"alignment": "N", "category": "familiar-specific", "familiar_ability": ["cantrip connection (<i>guidance</i>, <i>mage hand</i>)", "Created Magic", "Darkvision", "Touch Telepathy", "Turn of Fate"], "id": "familiar-specific-22", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Ceru](/Familiars.aspx?ID=22&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 220\n\n**Required Number of Abilities** 4\r\n\r\n**Granted Abilities** [cantrip connection (_guidance_, _mage hand_)](/Familiars.aspx?ID=13), [Darkvision](/Familiars.aspx?ID=5), [Touch Telepathy](/Familiars.aspx?ID=36)\r\n\r\n</column>\r\n\r\nCerus are mortal-made creatures in the shape of tiny, blue elephants with spikes on their feet, tail, and ears. They're highly sought-after amongst circles of the affluent.\r\n\r\n<document level=\"2\" id=\"familiar-ability-88\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-89\" />", "name": "Ceru", "pfs": "Standard", "primary_source_category": "Lost Omens", "rarity": "common", "rarity_id": 1, "release_date": "2022-11-16", "required_abilities": 4, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 220\n\n**Required Number of Abilities** 4\r\n\r\n**Granted Abilities** [cantrip connection (_guidance_, _mage hand_)](/Familiars.aspx?ID=13), [Darkvision](/Familiars.aspx?ID=5), [Touch Telepathy](/Familiars.aspx?ID=36)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCerus are mortal-made creatures in the shape of tiny, blue elephants with spikes on their feet, tail, and ears. They're highly sought-after amongst \u2026\r\n</summary>", "source": ["Impossible Lands"], "source_category": ["Lost Omens"], "source_markdown": "[Impossible Lands](/Sources.aspx?ID=146) pg. 220", "speed": {}, "summary_markdown": "Cerus are mortal-made creatures in the shape of tiny, blue elephants with spikes on their feet, tail, and ears. They're highly sought-after amongst \u2026", "trait": ["Beast"], "trait_markdown": "[Beast](/Traits.aspx?ID=20)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=22&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Bound to Mortal", "Independent", "Lifelink", "Speech", "Spiritual Recall"], "id": "familiar-specific-23", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"\">[Spirit Guide](/Familiars.aspx?ID=23&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n<trait label=\"Spirit\" url=\"/Traits.aspx?ID=149\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 83\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Independent](/Familiars.aspx?ID=27), [Lifelink](/Familiars.aspx?ID=16), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nSpirit guide familiars typically take the form of [cunning guides](/Monsters.aspx?ID=1319) or [nimble guide](/Monsters.aspx?ID=2463).\r\n\r\n<document level=\"2\" id=\"familiar-ability-92\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-91\" />", "name": "Spirit Guide", "primary_source_category": "Adventure Paths", "primary_source_group": "Gatewalkers", "rarity": "rare", "rarity_id": 3, "release_date": "2023-02-22", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n<trait label=\"Spirit\" url=\"/Traits.aspx?ID=149\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 83\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Independent](/Familiars.aspx?ID=27), [Lifelink](/Familiars.aspx?ID=16), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSpirit guide familiars typically take the form of  cunning guides  or  nimble guide .\r\n</summary>", "source": ["Pathfinder #188: They Watched the Stars"], "source_category": ["Adventure Paths"], "source_group": ["Gatewalkers"], "source_markdown": "[Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 83", "speed": {}, "spoilers": "Gatewalkers", "summary_markdown": "Spirit guide familiars typically take the form of  cunning guides  or  nimble guide .", "trait": ["Beast", "Rare", "Spirit"], "trait_markdown": "[Beast](/Traits.aspx?ID=20), [Rare](/Traits.aspx?ID=137), [Spirit](/Traits.aspx?ID=149)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=23&Specific=true", "weakness": {}}, {"category": "familiar-specific", "element": ["Air"], "familiar_ability": ["elemental (air only)", "Emote", "Flier"], "id": "familiar-specific-24", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Mood Cloud](/Familiars.aspx?ID=24&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Air\" url=\"/Traits.aspx?ID=5\" />\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 42 <sup>2.0</sup>\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [elemental (air only)](/Familiars.aspx?ID=93), [Flier](/Familiars.aspx?ID=7)\r\n\r\n</column>\r\n\r\nThis air elemental is little more than a tiny cloud with just enough internality to have emotions. Elemental scholars believe mood clouds to be related to [despairing palls](/Monsters.aspx?ID=2617), though far less evolved.\r\n\r\n<document level=\"2\" id=\"familiar-ability-96\" />", "name": "Mood Cloud", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-08-02", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Air\" url=\"/Traits.aspx?ID=5\" />\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 42 <sup>2.0</sup>\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [elemental (air only)](/Familiars.aspx?ID=93), [Flier](/Familiars.aspx?ID=7)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis air elemental is little more than a tiny cloud with just enough internality to have emotions. Elemental scholars believe mood clouds to be \u2026\r\n</summary>", "source": ["Rage of Elements"], "source_category": ["Rulebooks"], "source_markdown": "[Rage of Elements](/Sources.aspx?ID=205) pg. 42 <sup>2.0</sup>", "speed": {}, "summary_markdown": "This air elemental is little more than a tiny cloud with just enough internality to have emotions. Elemental scholars believe mood clouds to be \u2026", "trait": ["Air", "Elemental"], "trait_markdown": "[Air](/Traits.aspx?ID=5), [Elemental](/Traits.aspx?ID=57)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=24&Specific=true", "weakness": {}}, {"category": "familiar-specific", "element": ["Earth"], "familiar_ability": ["Burrower", "Crystal Scent", "elemental (earth only)", "Speech"], "id": "familiar-specific-25", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Crysmal Shardling](/Familiars.aspx?ID=25&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Earth\" url=\"/Traits.aspx?ID=55\" />\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 42 <sup>2.0</sup>\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Burrower](/Familiars.aspx?ID=2), [elemental (earth only)](/Familiars.aspx?ID=93), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nA crysmal shardling is a younger, smaller version of [crysmal](/Monsters.aspx?ID=2623). When acting as a familiar, a shardling's hunger for crystals is sated by magic, turning an urgent need into a mere interest.\r\n\r\n<document level=\"2\" id=\"familiar-ability-97\" />", "name": "Crysmal Shardling", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-08-02", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Earth\" url=\"/Traits.aspx?ID=55\" />\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 42 <sup>2.0</sup>\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Burrower](/Familiars.aspx?ID=2), [elemental (earth only)](/Familiars.aspx?ID=93), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA crysmal shardling is a younger, smaller version of  crysmal . When acting as a familiar, a shardling's hunger for crystals is sated by magic, \u2026\r\n</summary>", "source": ["Rage of Elements"], "source_category": ["Rulebooks"], "source_markdown": "[Rage of Elements](/Sources.aspx?ID=205) pg. 42 <sup>2.0</sup>", "speed": {}, "summary_markdown": "A crysmal shardling is a younger, smaller version of  crysmal . When acting as a familiar, a shardling's hunger for crystals is sated by magic, \u2026", "trait": ["Earth", "Elemental"], "trait_markdown": "[Earth](/Traits.aspx?ID=55), [Elemental](/Traits.aspx?ID=57)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=25&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Accompanist", "Elemental", "Elemental Mobility", "Innate Element", "Resonance", "Speech"], "id": "familiar-specific-26", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Elemental Wisp](/Familiars.aspx?ID=26&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 43 <sup>2.0</sup>\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Accompanist](/Familiars.aspx?ID=25), [Elemental](/Familiars.aspx?ID=93), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nWisps are tiny elementals that often act as familiars. They each usually have different personalities: air wisps are playful and capricious, earth wisps are timid but loyal, fire wisps are carefree and boisterous, metal wisps are serious and morose, water wisps are gentle and nurturing, and wood wisps are fierce and controlling.\r\n\r\n<document level=\"2\" id=\"familiar-ability-98\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-99\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-100\" />", "name": "Elemental Wisp", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-08-02", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 43 <sup>2.0</sup>\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Accompanist](/Familiars.aspx?ID=25), [Elemental](/Familiars.aspx?ID=93), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWisps are tiny elementals that often act as familiars. They each usually have different personalities: air wisps are playful and capricious, earth \u2026\r\n</summary>", "source": ["Rage of Elements"], "source_category": ["Rulebooks"], "source_markdown": "[Rage of Elements](/Sources.aspx?ID=205) pg. 43 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Wisps are tiny elementals that often act as familiars. They each usually have different personalities: air wisps are playful and capricious, earth \u2026", "trait": ["Elemental"], "trait_markdown": "[Elemental](/Traits.aspx?ID=57)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=26&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Elemental", "Elemental Diplomat", "Elemental Mobility", "Little Wish", "Speech"], "id": "familiar-specific-27", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Gennayn](/Familiars.aspx?ID=27&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 43 <sup>2.0</sup>\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Elemental](/Familiars.aspx?ID=93), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nMinor genies, [gennayn](/Monsters.aspx?ID=2687) are elementally adaptable and personable. They look like miniature humanoids with elemental energy surrounding them, and frequently carry messages or announce the arrival of their allies.\r\n\r\n<document level=\"2\" id=\"familiar-ability-102\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-105\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-101\" />", "name": "Gennayn", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-08-02", "required_abilities": 5, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 43 <sup>2.0</sup>\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Elemental](/Familiars.aspx?ID=93), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMinor genies,  gennayn  are elementally adaptable and personable. They look like miniature humanoids with elemental energy surrounding them, and \u2026\r\n</summary>", "source": ["Rage of Elements"], "source_category": ["Rulebooks"], "source_markdown": "[Rage of Elements](/Sources.aspx?ID=205) pg. 43 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Minor genies,  gennayn  are elementally adaptable and personable. They look like miniature humanoids with elemental energy surrounding them, and \u2026", "trait": ["Elemental"], "trait_markdown": "[Elemental](/Traits.aspx?ID=57)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=27&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Elemental", "Elemental Breath", "Elemental Mobility", "Flier", "Scamp Elements", "Speech"], "id": "familiar-specific-28", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Elemental Scamp](/Familiars.aspx?ID=28&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 43 <sup>2.0</sup>\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Elemental](/Familiars.aspx?ID=93), [Flier](/Familiars.aspx?ID=7), [Speech](/Familiars.aspx?ID=12)\r\n\r\n</column>\r\n\r\nThe elementals called [scamps](/MonsterFamilies.aspx?ID=44) look similar to bats, but their bodies are made primarily of elemental matter. They have large, staring eyes and small, curved fangs. . An elemental scamp familiar is a bit smaller than other scamps but makes up for it by being more mischievous. Driven by ego, scamps often take on long names with many titles and insist on being addressed in full.\r\n\r\n<document level=\"2\" id=\"familiar-ability-103\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-106\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-104\" />", "name": "Elemental Scamp", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2023-08-02", "required_abilities": 5, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Elemental\" url=\"/Traits.aspx?ID=57\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Rage of Elements](/Sources.aspx?ID=205) pg. 43 <sup>2.0</sup>\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Elemental](/Familiars.aspx?ID=93), [Flier](/Familiars.aspx?ID=7), [Speech](/Familiars.aspx?ID=12)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe elementals called  scamps  look similar to bats, but their bodies are made primarily of elemental matter. They have large, staring eyes and \u2026\r\n</summary>", "source": ["Rage of Elements"], "source_category": ["Rulebooks"], "source_markdown": "[Rage of Elements](/Sources.aspx?ID=205) pg. 43 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The elementals called  scamps  look similar to bats, but their bodies are made primarily of elemental matter. They have large, staring eyes and \u2026", "trait": ["Elemental"], "trait_markdown": "[Elemental](/Traits.aspx?ID=57)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=28&Specific=true", "weakness": {}}, {"alignment": "N", "category": "familiar-specific", "familiar_ability": ["Fast Movement", "Scent", "Sorcerous Sweets"], "id": "familiar-specific-30", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Limited\">[Sweet Beasts (Chocolate Mouse)](/Familiars.aspx?ID=30&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Wake the Dead #3](/Sources.aspx?ID=212) pg. 25\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Fast Movement](/Familiars.aspx?ID=6), [Scent](/Familiars.aspx?ID=11)\r\n\r\n</column>\r\n\r\nThe ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy and using them as familiars. The Winter Witches of Irrisen are known for weaving sparrows or nightingales from gingerbread, while in Arcadia, sorcerers mold mice from spiced chocolate. Most famous, however, are the hard candy beetles of Nex, though a few radical scholars claim that they are in fact a demi-natural species, a product of the Mana Wastes' wild magic. Most mages dismiss such wild claims, however.\r\n\r\n<document level=\"2\" id=\"familiar-ability-107\" />", "name": "Sweet Beasts (Chocolate Mouse)", "pfs": "Limited", "primary_source_category": "Comics", "rarity": "uncommon", "rarity_id": 2, "release_date": "2023-09-27", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Wake the Dead #3](/Sources.aspx?ID=212) pg. 25\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Fast Movement](/Familiars.aspx?ID=6), [Scent](/Familiars.aspx?ID=11)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy \u2026\r\n</summary>", "source": ["Wake the Dead #3"], "source_category": ["Comics"], "source_markdown": "[Wake the Dead #3](/Sources.aspx?ID=212) pg. 25", "speed": {}, "summary_markdown": "The ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy \u2026", "trait": ["Beast", "Uncommon"], "trait_markdown": "[Beast](/Traits.aspx?ID=20), [Uncommon](/Traits.aspx?ID=159)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=30&Specific=true", "weakness": {}}, {"alignment": "N", "category": "familiar-specific", "familiar_ability": ["Flier", "Independent", "Sorcerous Sweets"], "id": "familiar-specific-31", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Limited\">[Sweet Beasts (Gingerbread Sparrow)](/Familiars.aspx?ID=31&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Wake the Dead #3](/Sources.aspx?ID=212) pg. 25\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Flier](/Familiars.aspx?ID=7), [Independent](/Familiars.aspx?ID=27)\r\n\r\n</column>\r\n\r\nThe ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy and using them as familiars. The Winter Witches of Irrisen are known for weaving sparrows or nightingales from gingerbread, while in Arcadia, sorcerers mold mice from spiced chocolate. Most famous, however, are the hard candy beetles of Nex, though a few radical scholars claim that they are in fact a demi-natural species, a product of the Mana Wastes' wild magic. Most mages dismiss such wild claims, however.\r\n\r\n<document level=\"2\" id=\"familiar-ability-107\" />", "name": "Sweet Beasts (Gingerbread Sparrow)", "pfs": "Limited", "primary_source_category": "Comics", "rarity": "uncommon", "rarity_id": 2, "release_date": "2023-09-27", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Wake the Dead #3](/Sources.aspx?ID=212) pg. 25\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Flier](/Familiars.aspx?ID=7), [Independent](/Familiars.aspx?ID=27)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy \u2026\r\n</summary>", "source": ["Wake the Dead #3"], "source_category": ["Comics"], "source_markdown": "[Wake the Dead #3](/Sources.aspx?ID=212) pg. 25", "speed": {}, "summary_markdown": "The ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy \u2026", "trait": ["Beast", "Uncommon"], "trait_markdown": "[Beast](/Traits.aspx?ID=20), [Uncommon](/Traits.aspx?ID=159)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=31&Specific=true", "weakness": {}}, {"alignment": "N", "category": "familiar-specific", "familiar_ability": ["Burrower", "Sorcerous Sweets", "Tremorsense"], "id": "familiar-specific-32", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Limited\">[Sweet Beasts (Hard Candy Beetle)](/Familiars.aspx?ID=32&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Wake the Dead #3](/Sources.aspx?ID=212) pg. 25\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Burrower](/Familiars.aspx?ID=2), [Tremorsense](/Familiars.aspx?ID=68)\r\n\r\n</column>\r\n\r\nThe ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy and using them as familiars. The Winter Witches of Irrisen are known for weaving sparrows or nightingales from gingerbread, while in Arcadia, sorcerers mold mice from spiced chocolate. Most famous, however, are the hard candy beetles of Nex, though a few radical scholars claim that they are in fact a demi-natural species, a product of the Mana Wastes' wild magic. Most mages dismiss such wild claims, however.\r\n\r\n<document level=\"2\" id=\"familiar-ability-107\" />", "name": "Sweet Beasts (Hard Candy Beetle)", "pfs": "Limited", "primary_source_category": "Comics", "rarity": "uncommon", "rarity_id": 2, "release_date": "2023-09-27", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=20\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Wake the Dead #3](/Sources.aspx?ID=212) pg. 25\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Burrower](/Familiars.aspx?ID=2), [Tremorsense](/Familiars.aspx?ID=68)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy \u2026\r\n</summary>", "source": ["Wake the Dead #3"], "source_category": ["Comics"], "source_markdown": "[Wake the Dead #3](/Sources.aspx?ID=212) pg. 25", "speed": {}, "summary_markdown": "The ways of wizards are strange and mysterious, and nowhere is this more obvious than in the arcane predilection for animating random pieces of candy \u2026", "trait": ["Beast", "Uncommon"], "trait_markdown": "[Beast](/Traits.aspx?ID=20), [Uncommon](/Traits.aspx?ID=159)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=32&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Aeon Stone Reservoir", "Can't Walk", "Construct", "Crystalline", "Flier"], "id": "familiar-specific-34", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Aeon Wyrd](/Familiars.aspx?ID=34&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=563\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 170\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Construct](/Familiars.aspx?ID=109), [Flier](/Familiars.aspx?ID=145)\r\n\r\n</column>\r\n\r\nAn aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master.\r\n\r\n<document level=\"2\" id=\"familiar-ability-154\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-155\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-156\" />", "name": "Aeon Wyrd", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2024-08-01", "required_abilities": 3, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=563\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 170\n\n**Required Number of Abilities** 3\r\n\r\n**Granted Abilities** [Construct](/Familiars.aspx?ID=109), [Flier](/Familiars.aspx?ID=145)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master.\r\n</summary>", "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 170", "speed": {}, "summary_markdown": "An aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master.", "trait": ["Construct"], "trait_markdown": "[Construct](/Traits.aspx?ID=563)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=34&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Darkvision", "Euphoric Breath", "Flier", "Manual Dexterity", "Speech", "Touch Telepathy"], "id": "familiar-specific-35", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Fey Dragonet](/Familiars.aspx?ID=35&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Dragon\" url=\"/Traits.aspx?ID=581\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 170\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=142), [Flier](/Familiars.aspx?ID=145), [Manual Dexterity](/Familiars.aspx?ID=146), [Speech](/Familiars.aspx?ID=124), [Touch Telepathy](/Familiars.aspx?ID=127)\r\n\r\n</column>\r\n\r\nThese tiny, mischievous dragons make natural allies for benevolent or capricious characters.\r\n\r\n<document level=\"2\" id=\"familiar-ability-157\" />", "name": "Fey Dragonet", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2024-08-01", "required_abilities": 5, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Dragon\" url=\"/Traits.aspx?ID=581\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 170\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=142), [Flier](/Familiars.aspx?ID=145), [Manual Dexterity](/Familiars.aspx?ID=146), [Speech](/Familiars.aspx?ID=124), [Touch Telepathy](/Familiars.aspx?ID=127)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese tiny, mischievous dragons make natural allies for benevolent or capricious characters.\r\n</summary>", "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 170", "speed": {}, "summary_markdown": "These tiny, mischievous dragons make natural allies for benevolent or capricious characters.", "trait": ["Dragon"], "trait_markdown": "[Dragon](/Traits.aspx?ID=581)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=35&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Blood Link", "Construct", "Darkvision", "Manual Dexterity", "Poison Reservoir", "Porter"], "id": "familiar-specific-36", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Homunculus](/Familiars.aspx?ID=36&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=563\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 171\n\n**Required Number of Abilities** 6\r\n\r\n**Granted Abilities** [Construct](/Familiars.aspx?ID=109), [Darkvision](/Familiars.aspx?ID=142), [Manual Dexterity](/Familiars.aspx?ID=146)\r\n\r\n</column>\r\n\r\nHomunculi are tiny servitor constructs created by a crafter to serve as a spy, scout, messenger, or assistant. A homunculus is crafted using a drop of its creator\u2019s blood in addition to any other components used in crafting its body.\r\n\r\n<document level=\"2\" id=\"familiar-ability-159\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-150\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-158\" />", "name": "Homunculus", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2024-08-01", "required_abilities": 6, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=563\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 171\n\n**Required Number of Abilities** 6\r\n\r\n**Granted Abilities** [Construct](/Familiars.aspx?ID=109), [Darkvision](/Familiars.aspx?ID=142), [Manual Dexterity](/Familiars.aspx?ID=146)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHomunculi are tiny servitor constructs created by a crafter to serve as a spy, scout, messenger, or assistant. A homunculus is crafted using a drop \u2026\r\n</summary>", "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 171", "speed": {}, "summary_markdown": "Homunculi are tiny servitor constructs created by a crafter to serve as a spy, scout, messenger, or assistant. A homunculus is crafted using a drop \u2026", "trait": ["Construct"], "trait_markdown": "[Construct](/Traits.aspx?ID=563)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=36&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Darkvision", "Fiendish Temptation", "Flier", "Imp Invisibility", "Manual Dexterity", "resistance (poison)", "skilled (Deception)", "Speech", "Touch Telepathy"], "id": "familiar-specific-37", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Limited\">[Imp](/Familiars.aspx?ID=37&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Fiend\" url=\"/Traits.aspx?ID=600\" />\r\n<trait label=\"Unholy\" url=\"/Traits.aspx?ID=521\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 171\n\n**Required Number of Abilities** 7\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=142), [Flier](/Familiars.aspx?ID=145), [Manual Dexterity](/Familiars.aspx?ID=146), [resistance (poison)](/Familiars.aspx?ID=122), [skilled (Deception)](/Familiars.aspx?ID=123), [Speech](/Familiars.aspx?ID=124), [Touch Telepathy](/Familiars.aspx?ID=127)\r\n\r\n</column>\r\n\r\nImp familiars pretend to be subservient in order to trick their master into losing their soul or finding an early grave.\r\n\r\n<document level=\"2\" id=\"familiar-ability-161\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-160\" />", "name": "Imp", "pfs": "Limited", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2024-08-01", "required_abilities": 7, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Fiend\" url=\"/Traits.aspx?ID=600\" />\r\n<trait label=\"Unholy\" url=\"/Traits.aspx?ID=521\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 171\n\n**Required Number of Abilities** 7\r\n\r\n**Granted Abilities** [Darkvision](/Familiars.aspx?ID=142), [Flier](/Familiars.aspx?ID=145), [Manual Dexterity](/Familiars.aspx?ID=146), [resistance (poison)](/Familiars.aspx?ID=122), [skilled (Deception)](/Familiars.aspx?ID=123), [Speech](/Familiars.aspx?ID=124), [Touch Telepathy](/Familiars.aspx?ID=127)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nImp familiars pretend to be subservient in order to trick their master into losing their soul or finding an early grave.\r\n</summary>", "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 171", "speed": {}, "summary_markdown": "Imp familiars pretend to be subservient in order to trick their master into losing their soul or finding an early grave.", "trait": ["Fiend", "Unholy"], "trait_markdown": "[Fiend](/Traits.aspx?ID=600), [Unholy](/Traits.aspx?ID=521)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=37&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Climber", "Darkvision", "Scholarly Linguist", "Second Opinion", "skilled (one skill of your choice)", "Speech"], "id": "familiar-specific-38", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Pipefox](/Familiars.aspx?ID=38&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=547\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 171\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Climber](/Familiars.aspx?ID=141), [Darkvision](/Familiars.aspx?ID=142), [Second Opinion](/Familiars.aspx?ID=151), [skilled (one skill of your choice)](/Familiars.aspx?ID=123), [Speech](/Familiars.aspx?ID=124)\r\n\r\n</column>\r\n\r\nA pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and love to acquire knowledge.\r\n\r\n<document level=\"2\" id=\"familiar-ability-162\" />", "name": "Pipefox", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2024-08-01", "required_abilities": 5, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Beast\" url=\"/Traits.aspx?ID=547\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 171\n\n**Required Number of Abilities** 5\r\n\r\n**Granted Abilities** [Climber](/Familiars.aspx?ID=141), [Darkvision](/Familiars.aspx?ID=142), [Second Opinion](/Familiars.aspx?ID=151), [skilled (one skill of your choice)](/Familiars.aspx?ID=123), [Speech](/Familiars.aspx?ID=124)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and love to acquire \u2026\r\n</summary>", "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 171", "speed": {}, "summary_markdown": "A pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and love to acquire \u2026", "trait": ["Beast"], "trait_markdown": "[Beast](/Traits.aspx?ID=547)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=38&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Construct", "Flammable"], "id": "familiar-specific-39", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Poppet](/Familiars.aspx?ID=39&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=563\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 171\n\n**Required Number of Abilities** 1\r\n\r\n**Granted Abilities** [Construct](/Familiars.aspx?ID=109)\r\n\r\n</column>\r\n\r\nEndlessly modifiable, poppet familiars made of wood and wicker are among the most basic construct familiars available to Pathfinder agents across the globe.\r\n\r\n<document level=\"2\" id=\"familiar-ability-163\" />", "name": "Poppet", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2024-08-01", "required_abilities": 1, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=563\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 171\n\n**Required Number of Abilities** 1\r\n\r\n**Granted Abilities** [Construct](/Familiars.aspx?ID=109)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEndlessly modifiable, poppet familiars made of wood and wicker are among the most basic construct familiars available to Pathfinder agents across the \u2026\r\n</summary>", "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 171", "speed": {}, "summary_markdown": "Endlessly modifiable, poppet familiars made of wood and wicker are among the most basic construct familiars available to Pathfinder agents across the \u2026", "trait": ["Construct"], "trait_markdown": "[Construct](/Traits.aspx?ID=563)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=39&Specific=true", "weakness": {}}, {"category": "familiar-specific", "familiar_ability": ["Climber", "Darkvision", "Magic Scent", "Ooze Defense", "Slime Rejuvenation", "Tough"], "id": "familiar-specific-40", "markdown": "<title level=\"1\" right=\"Specific Familiar \" pfs=\"Standard\">[Spellslime](/Familiars.aspx?ID=40&amp;Specific=true)</title>\r\n\r\n<traits>\r\n<trait label=\"Ooze\" url=\"/Traits.aspx?ID=665\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 171\n\n**Required Number of Abilities** 4\r\n\r\n**Granted Abilities** [Climber](/Familiars.aspx?ID=141), [Darkvision](/Familiars.aspx?ID=142), [Tough](/Familiars.aspx?ID=148)\r\n\r\n</column>\r\n\r\nThese friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal.\r\n\r\n<document level=\"2\" id=\"familiar-ability-164\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-165\" />\r\n\r\n<document level=\"2\" id=\"familiar-ability-166\" />", "name": "Spellslime", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2024-08-01", "required_abilities": 4, "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Ooze\" url=\"/Traits.aspx?ID=665\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Player Core 2](/Sources.aspx?ID=227) pg. 171\n\n**Required Number of Abilities** 4\r\n\r\n**Granted Abilities** [Climber](/Familiars.aspx?ID=141), [Darkvision](/Familiars.aspx?ID=142), [Tough](/Familiars.aspx?ID=148)\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal.\r\n</summary>", "source": ["Player Core 2"], "source_category": ["Rulebooks"], "source_markdown": "[Player Core 2](/Sources.aspx?ID=227) pg. 171", "speed": {}, "summary_markdown": "These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal.", "trait": ["Ooze"], "trait_markdown": "[Ooze](/Traits.aspx?ID=665)", "type": "Specific Familiar", "url": "/Familiars.aspx?ID=40&Specific=true", "weakness": {}}, {"ac": 17, "category": "siege-weapon", "crew": "2", "fortitude_save": 12, "hardness_raw": "10", "hp_raw": "40", "id": "siege-weapon-2", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 5, "markdown": "<title level=\"1\" right=\"Siege Weapon 5\">[Ballista](/SiegeWeapons.aspx?ID=2)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 320 gp\r\n\r\n**Ammunition** ballista bolt (5 sp, 1 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 10 feet long, 5 feet wide, 4 feet tall\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 17\r\n\r\n**Fort** +12\r\n\r\n**Ref** +11\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 10\r\n\r\n**HP** 40\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 20 feet (pulled or pushed)\r\n\r\n---\r\n\r\nResembling a massive crossbow mounted on a tripod, but with a pair of arms for torsion instead of a single prod, a ballista flings massive bolts. Also referred to as a scorpion, this weapon requires fewer crew members than the larger heavy ballista and can be Aimed and Loaded much more quickly.<br /> **Aim** <actions string=\"Single Action\" /> 35 feet, minimum distance 25 feet<br /> **Load**<actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 2 times<br /> **Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=15), [manipulate](/Traits.aspx?ID=104), [range increment 120](/Traits.aspx?ID=248) feet) 4d12 piercing, single target, DC 19 Reflex", "name": "Ballista", "pfs": "Restricted", "price_raw": "320 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 11, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nResembling a massive crossbow mounted on a tripod, but with a pair of arms for torsion instead of a single prod, a ballista flings massive bolts. \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 74 <sup>2.0</sup>", "space": "10 feet long, 5 feet wide, 4 feet tall", "speed": {"land": 20, "max": 20}, "speed_markdown": "20 feet (pulled or pushed)", "summary_markdown": "Resembling a massive crossbow mounted on a tripod, but with a pair of arms for torsion instead of a single prod, a ballista flings massive bolts. \u2026", "trait": ["Mounted", "Uncommon", "Large"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=2", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"bulk": 20.0, "bulk_raw": "20", "category": "siege-weapon", "crew": "6", "id": "siege-weapon-3", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 5, "markdown": "<title level=\"1\" right=\"Siege Weapon 5\">[Battering Ram](/SiegeWeapons.aspx?ID=3)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 160 gp\n\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** portable, held in 12 hands\r\n\r\n**Bulk** 20\n\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 6\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nSimple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are affixed to the sides so it can be hefted and carried by a crew.<br /> Ram <actions string=\"Two Actions\" /> **Requirements** The other members of the crew have Readied to Stride on your order; **Effect** You and the crew Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is 5d8 + the highest Strength modifier among members of the crew.", "name": "Battering Ram", "pfs": "Restricted", "price_raw": "160 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSimple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 74 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Simple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are \u2026", "trait": ["Portable", "Uncommon", "Large"], "trait_markdown": "[Portable](/Traits.aspx?ID=412), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=3", "usage_markdown": "portable, held in 12 hands", "weakness": {}, "weapon_category": "martial"}, {"bulk": 20.0, "bulk_raw": "20", "category": "siege-weapon", "crew": "6", "id": "siege-weapon-4", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 6, "markdown": "<title level=\"1\" right=\"Siege Weapon 6\">[Covered Battering Ram](/SiegeWeapons.aspx?ID=4)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 250 gp\n\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** portable, held in 12 hands\r\n\r\n**Bulk** 20\n\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 6\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nThough it has the same Ram activity as the [basic battering ram](/SiegeWeapons.aspx?ID=3), a covered battering ram is additionally suspended from a protective roof attached to large wheels. This gives the crew members greater cover against attacks from outside. The cover is on the left and right flank, but open on the front and rear to allow for operating the ram. The roof has AC 23, Hardness 12, HP 48, and BT 24. Breaking the roof doesn't affect the operation of the battering ram but eliminates the cover.", "name": "Covered Battering Ram", "pfs": "Restricted", "price_raw": "250 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThough it has the same Ram activity as the  basic battering ram , a covered battering ram is additionally suspended from a protective roof attached \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 74 <sup>2.0</sup>", "speed": {}, "summary_markdown": "Though it has the same Ram activity as the  basic battering ram , a covered battering ram is additionally suspended from a protective roof attached \u2026", "trait": ["Portable", "Uncommon", "Large"], "trait_markdown": "[Portable](/Traits.aspx?ID=412), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=4", "usage_markdown": "portable, held in 12 hands", "weakness": {}, "weapon_category": "martial"}, {"ac": 20, "category": "siege-weapon", "crew": "2-4", "fortitude_save": 15, "hardness_raw": "10", "hp_raw": "60", "id": "siege-weapon-5", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 7, "markdown": "<title level=\"1\" right=\"Siege Weapon 7\">[Catapult](/SiegeWeapons.aspx?ID=5)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 75 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 650 gp\r\n\r\n**Ammunition** stones (0 gp, 4 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 10 feet long, 10 feet wide, 6 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2-4\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 20\r\n\r\n**Fort** +15\r\n\r\n**Ref** +8\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 10\r\n\r\n**HP** 60\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 15 feet (pushed or pulled)\r\n\r\n---\r\n\r\nA sturdy wooden frame holds the spring-loaded beam that gives this weapon its power. At the end of the beam, a bowl-shaped wooden recession holds the payload, typically heavy stones. The arm is winched back to create torsion, until the release is pulled to abruptly swing the arm forward and fling the payload.<br /> **Aim**<actions string=\"Two Actions\" /> 50 feet, minimum distance 50 feet<br /> **Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 2 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=3) check<br /> **Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=15), [manipulate](/Traits.aspx?ID=104), [range increment 150 feet](/Traits.aspx?ID=248)) 5d10 bludgeoning, 10-foot burst, DC 22 Reflex", "name": "Catapult", "pfs": "Restricted", "price_raw": "650 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 8, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 75 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA sturdy wooden frame holds the spring-loaded beam that gives this weapon its power. At the end of the beam, a bowl-shaped wooden recession holds the \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 75 <sup>2.0</sup>", "space": "10 feet long, 10 feet wide, 6 feet high", "speed": {"land": 15, "max": 15}, "speed_markdown": "15 feet (pushed or pulled)", "summary_markdown": "A sturdy wooden frame holds the spring-loaded beam that gives this weapon its power. At the end of the beam, a bowl-shaped wooden recession holds the \u2026", "trait": ["Mounted", "Uncommon", "Large"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=5", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"bulk": 3.0, "bulk_raw": "3", "category": "siege-weapon", "crew": "2", "id": "siege-weapon-6", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 2, "markdown": "<title level=\"1\" right=\"Siege Weapon 2\">[Door Ram](/SiegeWeapons.aspx?ID=6)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Small\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 75 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 30 gp\n\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** portable, held in 4 hands\r\n\r\n**Bulk** 3\n\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2\r\n\r\n**Proficiency** simple\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nA door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has handholds carved into it or grips attached to it.<br /> **Ram** <actions string=\"Two Actions\" /> **Requirements** The other member of the crew has Readied to Stride on your order; **Effect** You and the other crew member Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is 2d8 + the highest Strength modifier among members of the crew.", "name": "Door Ram", "pfs": "Restricted", "price_raw": "30 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 75 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has \u2026\r\n</summary>", "size": ["Small"], "size_id": [2], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 75 <sup>2.0</sup>", "speed": {}, "summary_markdown": "A door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has \u2026", "trait": ["Portable", "Uncommon", "Small"], "trait_markdown": "[Portable](/Traits.aspx?ID=412), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=6", "usage_markdown": "portable, held in 4 hands", "weakness": {}, "weapon_category": "simple"}, {"ac": 22, "category": "siege-weapon", "crew": "3-6", "fortitude_save": 18, "hardness_raw": "15", "hp_raw": "80", "id": "siege-weapon-7", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 8, "markdown": "<title level=\"1\" right=\"Siege Weapon 8\">[Heavy Ballista](/SiegeWeapons.aspx?ID=7)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 75 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 900 gp\r\n\r\n**Ammunition** heavy ballista bolt (3 gp, 3 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 15 feet long, 12 feet wide, 12 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3-6\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 22\r\n\r\n**Fort** +18\r\n\r\n**Ref** +12\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 15\r\n\r\n**HP** 80\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 15 feet (pushed or pulled)\r\n\r\n---\r\n\r\nCapable of launching bolts the size of fully grown trees, a heavy ballista is best suited to smashing down castle gates, walls, or similar fortifications.<br /> **Aim**<actions string=\"Two Actions\" /> 60 feet, minimum distance 40 feet <br />**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 3 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=3) check<br /> **Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=15), [manipulate](/Traits.aspx?ID=104), [range increment 180 feet](/Traits.aspx?ID=248)) 7d12 piercing, single target, DC 23 Reflex", "name": "Heavy Ballista", "pfs": "Restricted", "price_raw": "900 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 12, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 75 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCapable of launching bolts the size of fully grown trees, a heavy ballista is best suited to smashing down castle gates, walls, or similar \u2026\r\n</summary>", "size": ["Huge"], "size_id": [5], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 75 <sup>2.0</sup>", "space": "15 feet long, 12 feet wide, 12 feet high", "speed": {"land": 15, "max": 15}, "speed_markdown": "15 feet (pushed or pulled)", "summary_markdown": "Capable of launching bolts the size of fully grown trees, a heavy ballista is best suited to smashing down castle gates, walls, or similar \u2026", "trait": ["Mounted", "Uncommon", "Huge"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=7", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"ac": 20, "category": "siege-weapon", "crew": "3-5", "fortitude_save": 16, "hardness_raw": "10", "hp_raw": "40", "id": "siege-weapon-8", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 7, "markdown": "<title level=\"1\" right=\"Siege Weapon 7\">[Springald](/SiegeWeapons.aspx?ID=8)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 76 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 700 gp\r\n\r\n**Ammunition** springald arrows (5 sp, 2 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 15 feet long, 12 feet wide, 15 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3-5\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 20\r\n\r\n**Fort** +16\r\n\r\n**Ref** +13\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 10\r\n\r\n**HP** 40\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 10 feet (pushed or pulled)\r\n\r\n---\r\n\r\nA springald consists of a wooden board cranked backward and chutes that hold up to three oversized arrows. Rather than having a nock, each arrow has a flat back end. Releasing the board strikes the backs of the arrows, sending them hurtling through the air.<br /> **Aim**<actions string=\"Two Actions\" /> 30 feet, minimum distance 50 feet<br /> **Load**<actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 3 times<br /> **Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=15), [manipulate](/Traits.aspx?ID=104), [range increment 100 feet](/Traits.aspx?ID=248)) 5d8 piercing, three different targets within a 15-foot burst, DC 22 Reflex", "name": "Springald", "pfs": "Restricted", "price_raw": "700 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 13, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 76 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA springald consists of a wooden board cranked backward and chutes that hold up to three oversized arrows. Rather than having a nock, each arrow has \u2026\r\n</summary>", "size": ["Huge"], "size_id": [5], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 76 <sup>2.0</sup>", "space": "15 feet long, 12 feet wide, 15 feet high", "speed": {"land": 10, "max": 10}, "speed_markdown": "10 feet (pushed or pulled)", "summary_markdown": "A springald consists of a wooden board cranked backward and chutes that hold up to three oversized arrows. Rather than having a nock, each arrow has \u2026", "trait": ["Mounted", "Uncommon", "Huge"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=8", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"ac": 24, "category": "siege-weapon", "crew": "4-6", "fortitude_save": 21, "hardness_raw": "17", "hp_raw": "68", "id": "siege-weapon-9", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 10, "markdown": "<title level=\"1\" right=\"Siege Weapon 10\">[Trebuchet](/SiegeWeapons.aspx?ID=9)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Gargantuan\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 76 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 2,000 gp\r\n\r\n**Ammunition** stones (0 gp, 6 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 25 feet long, 15 feet wide, 25 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 4-6\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 24\r\n\r\n**Fort** +21\r\n\r\n**Ref** +16\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 17\r\n\r\n**HP** 68\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nBuilt with a long wooden arm and a heavy counterweight, a trebuchet can hurl massive projectiles from a large sling, releasing the projectile at the ideal point in the arm's arc.<br /> **Aim**<actions string=\"Two Actions\" /> 100 feet, minimum distance 200 feet<br /> **Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 3 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=3) check<br /> **Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=15), [manipulate](/Traits.aspx?ID=104), [range increment 400 feet](/Traits.aspx?ID=248)) 8d10 bludgeoning, 20-foot burst, DC 26 Reflex", "name": "Trebuchet", "pfs": "Restricted", "price_raw": "2,000 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 16, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 76 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBuilt with a long wooden arm and a heavy counterweight, a trebuchet can hurl massive projectiles from a large sling, releasing the projectile at the \u2026\r\n</summary>", "size": ["Gargantuan"], "size_id": [6], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 76 <sup>2.0</sup>", "space": "25 feet long, 15 feet wide, 25 feet high", "speed": {}, "summary_markdown": "Built with a long wooden arm and a heavy counterweight, a trebuchet can hurl massive projectiles from a large sling, releasing the projectile at the \u2026", "trait": ["Mounted", "Uncommon", "Gargantuan"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=9", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"ac": 29, "category": "siege-weapon", "crew": "3-5", "fortitude_save": 23, "hardness_raw": "15", "hp_raw": "200", "id": "siege-weapon-10", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 13, "markdown": "<title level=\"1\" right=\"Siege Weapon 13\">[Alchemical Springald](/SiegeWeapons.aspx?ID=10)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 173 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 6,000 gp\r\n\r\n**Ammunition** bomb arrows (100 gp, 2 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted  (black powder)\n\n**Space** 15 feet long, 12 feet wide, 15 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3-5\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 29\r\n\r\n**Fort** +23\r\n\r\n**Ref** +16\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 15\r\n\r\n**HP** 200\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 10 feet (pushed or pulled)\r\n\r\n---\r\n\r\nLike the standard springald, an alchemical springald can launch three arrows simultaneously when its paddle is released. It fires specially crafted and balanced bomb arrows that carry black powder enhanced alchemical payloads that explode on impact.<br /> **Aim** <actions string=\"Two Actions\" /> 30 feet, minimum distance 50 feet<br /> **Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 3 times<br /> **Launch** <actions string=\"Single Action\" /> ([manipulate](/Traits.aspx?ID=104), [range increment 100 feet](/Traits.aspx?ID=248)) 10d6 damage and 3 [splash](/Traits.aspx?ID=150) damage, three different targets within a 15-foot burst, DC 30 Reflex. The damage type depends on the alchemical ammunition used: acid, cold, electricity, or fire. Creatures take the splash damage only once from the launch, even if they're in the area of more than one of the three splashes.", "name": "Alchemical Springald", "pfs": "Restricted", "price_raw": "6,000 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 16, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 173 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLike the standard springald, an alchemical springald can launch three arrows simultaneously when its paddle is released. It fires specially crafted \u2026\r\n</summary>", "size": ["Huge"], "size_id": [5], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 173 <sup>2.0</sup>", "space": "15 feet long, 12 feet wide, 15 feet high", "speed": {"land": 10, "max": 10}, "speed_markdown": "10 feet (pushed or pulled)", "summary_markdown": "Like the standard springald, an alchemical springald can launch three arrows simultaneously when its paddle is released. It fires specially crafted \u2026", "trait": ["Mounted", "Uncommon", "Huge"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=10", "usage_markdown": "mounted  (black powder)", "weakness": {}, "weapon_category": "martial"}, {"bulk": 14.0, "bulk_raw": "14", "category": "siege-weapon", "crew": "4", "id": "siege-weapon-11", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 7, "markdown": "<title level=\"1\" right=\"Siege Weapon 7\">[Blasting Ram](/SiegeWeapons.aspx?ID=11)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 173 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 360 gp\r\n\r\n**Ammunition** ram powder charge (2 gp, 1 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** portable (black powder), held in 8 hands\r\n\r\n**Bulk** 14\n\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 4\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nA blasting ram is a smaller battering ram that supplements the crew's size with explosive force. A steel reservoir holds a charge of black powder that ignites on impact. The body of the ram is reinforced to absorb the force of the explosion, while the head itself has a blast shield to protect the crew. Despite being a portable siege weapon, a blast ram has the Load action, which the crew uses to load the powder charge in the ram's head.<br /> **Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 2 times<br /> **Ram** <actions string=\"Two Actions\" /> **Requirements** The other members of the crew have Readied to Stride on your order; **Effect** You and the crew Stride, with a maximum distance equal to the slowest crew member's Speed. Then, make a melee Strike with the ram against a structure or unattended stationary object. As you do, the black powder in the steel reservoir explodes, significantly increasing the damage of your attack. Due to the black powder's additional force, the damage of this Strike is 7d8 + the highest Strength modifier among members of the crew.", "name": "Blasting Ram", "pfs": "Restricted", "price_raw": "360 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 173 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA blasting ram is a smaller battering ram that supplements the crew's size with explosive force. A steel reservoir holds a charge of black powder \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 173 <sup>2.0</sup>", "speed": {}, "summary_markdown": "A blasting ram is a smaller battering ram that supplements the crew's size with explosive force. A steel reservoir holds a charge of black powder \u2026", "trait": ["Portable", "Uncommon", "Large"], "trait_markdown": "[Portable](/Traits.aspx?ID=412), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=11", "usage_markdown": "portable (black powder), held in 8 hands", "weakness": {}, "weapon_category": "martial"}, {"ac": 17, "category": "siege-weapon", "crew": "2-4", "fortitude_save": 12, "hardness_raw": "10", "hp_raw": "40", "id": "siege-weapon-12", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 5, "markdown": "<title level=\"1\" right=\"Siege Weapon 5\">[Bombard](/SiegeWeapons.aspx?ID=12)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 173 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 300 gp\r\n\r\n**Ammunition** stone spheres (4 gp, 4 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted  (black powder)\n\n**Space** 10 feet long, 4 feet wide, 5 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2-4\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 17\r\n\r\n**Fort** +12\r\n\r\n**Ref** +5\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 10\r\n\r\n**HP** 40\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 10 feet (pushed or pulled)\r\n\r\n---\r\n\r\nBombards are some of the oldest and simplest of black powder siege weapons, devised based on many of the same principles as a hand cannon, but deploying them on a larger scale and scope. A bombard's body is usually made of brass or iron, which causes the bombard to resemble the shape of a large bell. While they are capable of moving very slowly, their clumsy and weighty design means bombards usually remain stationary. This in turn means they're often used more defensively than offensively <br />**Aim** <actions string=\"Two Actions\" /> 30 feet, minimum distance 30 feet <br />**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 2 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=3) check <br />**Launch** <actions string=\"Single Action\" /> ([manipulate](/Traits.aspx?ID=104), [range increment 150 feet](/Traits.aspx?ID=248)) 4d10 bludgeoning, 10-foot burst, DC 19 Reflex", "name": "Bombard", "pfs": "Restricted", "price_raw": "300 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 5, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 173 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBombards are some of the oldest and simplest of black powder siege weapons, devised based on many of the same principles as a hand cannon, but \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 173 <sup>2.0</sup>", "space": "10 feet long, 4 feet wide, 5 feet high", "speed": {"land": 10, "max": 10}, "speed_markdown": "10 feet (pushed or pulled)", "summary_markdown": "Bombards are some of the oldest and simplest of black powder siege weapons, devised based on many of the same principles as a hand cannon, but \u2026", "trait": ["Mounted", "Uncommon", "Large"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=12", "usage_markdown": "mounted  (black powder)", "weakness": {}, "weapon_category": "martial"}, {"ac": 22, "category": "siege-weapon", "crew": "2-4", "fortitude_save": 16, "hardness_raw": "15", "hp_raw": "80", "id": "siege-weapon-13", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 8, "markdown": "<title level=\"1\" right=\"Siege Weapon 8\">[Cannon](/SiegeWeapons.aspx?ID=13)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 174 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 900 gp\r\n\r\n**Ammunition** cannonball (10 gp, 6 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted  (black powder)\n\n**Space** 7 feet long, 5 feet wide, 4 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2-4\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 22\r\n\r\n**Fort** +16\r\n\r\n**Ref** +9\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 15\r\n\r\n**HP** 80\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 15 feet (pushed or pulled)\r\n\r\n---\r\n\r\nCannons are perhaps the most well known of all black powder siege weapons, and that's because they represent a good midpoint between power and expense. Keeps and fortresses in Alkenstar prefer to fortify their forces with cannons, as they're relatively easy to construct and their ammunition is cheap enough to build up great supplies.<br /> **Aim**<actions string=\"Three Actions\" /> 100 feet, minimum distance 50 feet<br /> **Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 2 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=3) check<br /> **Launch** <actions string=\"Single Action\" /> ([manipulate](/Traits.aspx?ID=104), [range increment 200 feet](/Traits.aspx?ID=248)) 6d12 bludgeoning, single target, DC 23 Reflex", "name": "Cannon", "pfs": "Restricted", "price_raw": "900 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 9, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 174 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCannons are perhaps the most well known of all black powder siege weapons, and that's because they represent a good midpoint between power and \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 174 <sup>2.0</sup>", "space": "7 feet long, 5 feet wide, 4 feet high", "speed": {"land": 15, "max": 15}, "speed_markdown": "15 feet (pushed or pulled)", "summary_markdown": "Cannons are perhaps the most well known of all black powder siege weapons, and that's because they represent a good midpoint between power and \u2026", "trait": ["Mounted", "Uncommon", "Large"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=13", "usage_markdown": "mounted  (black powder)", "weakness": {}, "weapon_category": "martial"}, {"ac": 26, "category": "siege-weapon", "crew": "3-6", "fortitude_save": 21, "hardness_raw": "18", "hp_raw": "90", "id": "siege-weapon-14", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 11, "markdown": "<title level=\"1\" right=\"Siege Weapon 11\">[Fiend's Mouth Cannon](/SiegeWeapons.aspx?ID=14)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 174 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 2,800 gp\r\n\r\n**Ammunition** cannonball (10 gp, 6 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted  (black powder)\n\n**Space** 15 feet long, 15 feet wide, 8 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3-6\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 26\r\n\r\n**Fort** +21\r\n\r\n**Ref** +13\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 18\r\n\r\n**HP** 90\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nFiend's mouth cannons are large-scale cannons designed to blast a target at great distance, from a stationary location. They get their name from the fiendish features usually adorning their barrels and frames. Compared to a standard field cannon, a fiend's mouth cannon can be aimed more easily, but flexibility comes at the cost of mobility. The barrel rests on a platform which can be rotated 360 degrees to allow for precise aiming.<br /> **Aim** <actions string=\"Two Actions\" /> 200 feet, minimum distance 50 feet<br /> **Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 2 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=3) check<br /> **Launch** <actions string=\"Single Action\" /> ([manipulate](/Traits.aspx?ID=104), [range increment 300 feet](/Traits.aspx?ID=248)) 8d12 bludgeoning, single target, DC 27 Reflex", "name": "Fiend's Mouth Cannon", "pfs": "Restricted", "price_raw": "2,800 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 13, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 174 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFiend's mouth cannons are large-scale cannons designed to blast a target at great distance, from a stationary location. They get their name from the \u2026\r\n</summary>", "size": ["Huge"], "size_id": [5], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 174 <sup>2.0</sup>", "space": "15 feet long, 15 feet wide, 8 feet high", "speed": {}, "summary_markdown": "Fiend's mouth cannons are large-scale cannons designed to blast a target at great distance, from a stationary location. They get their name from the \u2026", "trait": ["Mounted", "Uncommon", "Huge"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=14", "usage_markdown": "mounted  (black powder)", "weakness": {}, "weapon_category": "martial"}, {"ac": 22, "category": "siege-weapon", "crew": "3-5", "fortitude_save": 16, "hardness_raw": "12", "hp_raw": "70", "id": "siege-weapon-15", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 8, "markdown": "<title level=\"1\" right=\"Siege Weapon 8\">[Firedrake](/SiegeWeapons.aspx?ID=15)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 1,000 gp\r\n\r\n**Ammunition** alchemical fire barrel (50 gp, 3 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted  (black powder)\n\n**Space** 15 feet long, 12 feet wide, 10 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3-5\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 22\r\n\r\n**Fort** +16\r\n\r\n**Ref** +9\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 12\r\n\r\n**HP** 70\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 15 feet (pushed or pulled)\r\n\r\n---\r\n\r\nThis alchemical black powder hybrid siege weapon uses a blast of black powder to spray [alchemical fire](/Domains.aspx?ID=13) from a long metal nozzle, often sculpted or painted with designs resembling a dragon's neck and head. The nozzle turns on a ratcheted, rotating disc with a reservoir in the center to hold a barrel full of combustible alchemical liquid, using black powder to propel the fire. This main structure is atop a wheeled cart to allow it to be easily moved. Unlike most mounted siege weapons, a firedrake is intended to be wheeled out into the thick of a skirmish rather than shooting from a distance.<br /> **Aim** <actions string=\"Two Actions\" /> rotate 45\u00ba<br /> **Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 3 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=3) check<br /> **Launch** <actions string=\"Single Action\" /> ([manipulate](/Traits.aspx?ID=104)) 8d6 fire plus 1d6 persistent fire, 60-foot line or 30-foot cone, DC 23 Reflex. Switching between the firedrake's line or cone mode takes an Interact action, and any of the crew can perform the action.", "name": "Firedrake", "pfs": "Restricted", "price_raw": "1,000 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 9, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis alchemical black powder hybrid siege weapon uses a blast of black powder to spray  alchemical fire  from a long metal nozzle, often sculpted or \u2026\r\n</summary>", "size": ["Huge"], "size_id": [5], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>", "space": "15 feet long, 12 feet wide, 10 feet high", "speed": {"land": 15, "max": 15}, "speed_markdown": "15 feet (pushed or pulled)", "summary_markdown": "This alchemical black powder hybrid siege weapon uses a blast of black powder to spray  alchemical fire  from a long metal nozzle, often sculpted or \u2026", "trait": ["Mounted", "Uncommon", "Huge"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=15", "usage_markdown": "mounted  (black powder)", "weakness": {}, "weapon_category": "martial"}, {"ac": 29, "category": "siege-weapon", "crew": "4-6", "fortitude_save": 23, "hardness_raw": "18", "hp_raw": "150", "id": "siege-weapon-16", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 13, "markdown": "<title level=\"1\" right=\"Siege Weapon 13\">[Steelheart 21](/SiegeWeapons.aspx?ID=16)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 6,000 gp\r\n\r\n**Ammunition** artillery shell (80 gp, 4 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted  (black powder)\n\n**Space** 9 feet long, 7 feet wide, 5 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 4-6\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 29\r\n\r\n**Fort** +23\r\n\r\n**Ref** +16\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 18\r\n\r\n**HP** 150\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 20 feet (pulled or pushed)\r\n\r\n---\r\n\r\nNamed for Brondar Steelheart, one of the most important historical dwarven pioneers in the use of black powder, this remarkable piece of new Dongun artillery uses metallurgy and alchemy to negate nearly all of the immense amount of recoil a shot from a siege weapon usually produces. The barrel of the Steelheart 21 is suspended in a mix of alchemical fluids that first compress to dampen the recoil when fired, then expand to push the barrel back into place afterwards. The result reduces the amount of time needed to reset the aim of the siege weapon. The crew member who launches the Steelheart 21 can use the Quick Aim reaction (below), allowing them to adjust the weapon's aim on the fly as they fire to adapt to a faulty initial target, changing battlefield conditions, the use of illusions by the enemy, or any of a variety of other factors that lead to the need to alter the siege weapon's course.\n\n **Quick Aim** <actions string=\"Reaction\" /> **Trigger** You Launch this siege weapon, after determining the effects of the Launch action. **Effect** You Aim this siege weapon, moving the aim up to 10 feet instead of its normal distance.<br /> **Aim** <actions string=\"Two Actions\" /> 100 feet, minimum distance 150 feet<br /> **Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 3 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=3) check<br /> **Launch**<actions string=\"Single Action\" /> ([manipulate](/Traits.aspx?ID=104), [range increment 500 feet](/Traits.aspx?ID=248)) 8d12 bludgeoning, 20-foot burst, DC 30 Reflex", "name": "Steelheart 21", "pfs": "Restricted", "price_raw": "6,000 gp", "primary_source_category": "Rulebooks", "rarity": "rare", "rarity_id": 3, "reflex_save": 16, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNamed for Brondar Steelheart, one of the most important historical dwarven pioneers in the use of black powder, this remarkable piece of new Dongun \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>", "space": "9 feet long, 7 feet wide, 5 feet high", "speed": {"land": 20, "max": 20}, "speed_markdown": "20 feet (pulled or pushed)", "summary_markdown": "Named for Brondar Steelheart, one of the most important historical dwarven pioneers in the use of black powder, this remarkable piece of new Dongun \u2026", "trait": ["Mounted", "Rare", "Large"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Rare](/Traits.aspx?ID=137)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=16", "usage_markdown": "mounted  (black powder)", "weakness": {}, "weapon_category": "martial"}, {"ac": 23, "category": "siege-weapon", "crew": "3-6", "fortitude_save": 18, "hardness_raw": "18", "hp_raw": "50", "id": "siege-weapon-17", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 9, "markdown": "<title level=\"1\" right=\"Siege Weapon 9\">[Heavy Bombard](/SiegeWeapons.aspx?ID=17)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Gargantuan\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 1,400 gp\r\n\r\n**Ammunition** large stone spheres (8 gp, 16 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted  (black powder)\n\n**Space** 17 feet long, 6 feet wide, 6 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3-6\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 23\r\n\r\n**Fort** +18\r\n\r\n**Ref** +10\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 18\r\n\r\n**HP** 50\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nA heavy bombard looks like little more than a large metal cylinder, resembling the barrel of a firearm so large that it's immobile. The sheer size of the weapon allows it to strike far and hard.<br /> **Aim**<actions string=\"Three Actions\" /> 50 feet, minimum distance 50 feet<br /> **Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 3 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=3) check<br /> **Launch** <actions string=\"Single Action\" /> ([manipulate](/Traits.aspx?ID=104), [range increment 250 feet](/Traits.aspx?ID=248)) 7d10 bludgeoning, 20-foot burst, DC 25 Reflex", "name": "Heavy Bombard", "pfs": "Restricted", "price_raw": "1,400 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 10, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA heavy bombard looks like little more than a large metal cylinder, resembling the barrel of a firearm so large that it's immobile. The sheer size of \u2026\r\n</summary>", "size": ["Gargantuan"], "size_id": [6], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>", "space": "17 feet long, 6 feet wide, 6 feet high", "speed": {}, "summary_markdown": "A heavy bombard looks like little more than a large metal cylinder, resembling the barrel of a firearm so large that it's immobile. The sheer size of \u2026", "trait": ["Mounted", "Uncommon", "Gargantuan"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=17", "usage_markdown": "mounted  (black powder)", "weakness": {}, "weapon_category": "martial"}, {"ac": 16, "category": "siege-weapon", "crew": "1-4", "fortitude_save": 11, "hardness_raw": "5", "hp_raw": "40", "id": "siege-weapon-18", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 4, "markdown": "<title level=\"1\" right=\"Siege Weapon 4\">[Hwacha](/SiegeWeapons.aspx?ID=18)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 180 gp\r\n\r\n**Ammunition** 100 hwacha arrows (2 gp, 1 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted  (black powder)\n\n**Space** 8 feet long, 6 feet wide, 6 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 1-4\r\n\r\n**Proficiency** simple\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 16\r\n\r\n**Fort** +11\r\n\r\n**Ref** +4\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 5\r\n\r\n**HP** 40\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 25 feet (pulled or pushed)\r\n\r\n---\r\n\r\nRather than a shoot a single, large projectile like a boulder, the hwacha fires dozens of rocket-propelled arrows at once. The frame of the hwacha holds 100 tubes, each loaded with an arrow or a small bundle of arrows wrapped with a small amount  of black powder and attached to a fuse. By lighting a master fuse, you can make all of the arrows fire in rapid succession.<br /> **Aim** <actions string=\"Two Actions\" /> 40 feet, minimum distance 40 feet<br /> **Load** <actions string=\"Three Actions\" /> ([manipulate](/Traits.aspx?ID=104)) Each Load action loads 10 hwacha arrows. Taking the Launch action requires three Load actions to load 30 hwacha arrows, but you can continue to Load more arrows to increase the effect of the next Launch action, as detailed below.<br /> **Launch** <actions string=\"Single Action\" /> ([manipulate](/Traits.aspx?ID=104), [range increment 300 feet](/Traits.aspx?ID=248)) 4d8 piercing, 20-foot burst, DC 18 Reflex. If you loaded at least 70 hwacha arrows, the area increases to a 25-foot burst. If you loaded 100 hwacha arrows, the area increases to a 30-foot burst and the damage to 5d8 piercing.", "name": "Hwacha", "pfs": "Restricted", "price_raw": "180 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 4, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nRather than a shoot a single, large projectile like a boulder, the hwacha fires dozens of rocket-propelled arrows at once. The frame of the hwacha \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 175 <sup>2.0</sup>", "space": "8 feet long, 6 feet wide, 6 feet high", "speed": {"land": 25, "max": 25}, "speed_markdown": "25 feet (pulled or pushed)", "summary_markdown": "Rather than a shoot a single, large projectile like a boulder, the hwacha fires dozens of rocket-propelled arrows at once. The frame of the hwacha \u2026", "trait": ["Mounted", "Uncommon", "Large"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=18", "usage_markdown": "mounted  (black powder)", "weakness": {}, "weapon_category": "simple"}, {"ac": 20, "category": "siege-weapon", "crew": "3-4", "fortitude_save": 15, "hardness_raw": "12", "hp_raw": "40", "id": "siege-weapon-19", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 7, "markdown": "<title level=\"1\" right=\"Siege Weapon 7\">[Mortar](/SiegeWeapons.aspx?ID=19)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 176 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 720 gp\r\n\r\n**Ammunition** mortar round (5 gp, 1 Bulk) \r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted  (black powder)\n\n**Space** 8 feet long, 4 feet wide, 5 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3-4\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 20\r\n\r\n**Fort** +15\r\n\r\n**Ref** +8\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 12\r\n\r\n**HP** 40\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 20 feet (pulled or pushed)\r\n\r\n---\r\n\r\nA mortar fires its shells at a high angle, allowing it to bypass obstacles and strike from above. A crew typically sets up such a weapon behind a wall or in another hard-to-access area to protect themselves while retaining full functionality. Due to the steep angle of its arc, such mortars are especially useful when opposing barricaded targets.<br /> **Aim** <actions string=\"Two Actions\" /> 40 feet, minimum distance 50 feet<br /> **Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 3 times<br /> **Launch** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104), [range increment 100 feet](/Traits.aspx?ID=248)) 5d10 slashing, 20-foot burst, DC 21. Because a mortar launches its round at a high angle, the mortar round descends on the center of the burst from above, not in a straight line from the mortar. This affects whether creatures have cover from the mortar launch.", "name": "Mortar", "pfs": "Restricted", "price_raw": "720 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 8, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 176 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA mortar fires its shells at a high angle, allowing it to bypass obstacles and strike from above. A crew typically sets up such a weapon behind a \u2026\r\n</summary>", "size": ["Medium"], "size_id": [3], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 176 <sup>2.0</sup>", "space": "8 feet long, 4 feet wide, 5 feet high", "speed": {"land": 20, "max": 20}, "speed_markdown": "20 feet (pulled or pushed)", "summary_markdown": "A mortar fires its shells at a high angle, allowing it to bypass obstacles and strike from above. A crew typically sets up such a weapon behind a \u2026", "trait": ["Mounted", "Uncommon", "Medium"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=159)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=19", "usage_markdown": "mounted  (black powder)", "weakness": {}, "weapon_category": "martial"}, {"ac": 32, "category": "siege-weapon", "crew": "4-6", "fortitude_save": 26, "hardness_raw": "15", "hp_raw": "200", "id": "siege-weapon-20", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 15, "markdown": "<title level=\"1\" right=\"Siege Weapon 15\">[Alkenstar Cannon](/SiegeWeapons.aspx?ID=20)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 176 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 12,000 gp\r\n\r\n**Ammunition** scattershot barrels (25 gp, 5 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted  (black powder)\n\n**Space** 18 feet long, 7 feet wide, 8 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 4-6\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 32\r\n\r\n**Fort** +26\r\n\r\n**Ref** +18\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 15\r\n\r\n**HP** 200\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 10 feet (pushed or pulled)\r\n\r\n---\r\n\r\nNamed for Ancil Alkenstar, this bronze cannon is one of the largest pieces of mobile artillery ever deployed, though its immense weight limits just how mobile it actually is. The barrel of an Alkenstar cannon is nearly 3 feet in diameter, making it impractical to manufacture and handle cannonballs of sufficient size. Instead, Alkenstar cannons spray buckshot in a similar way to [blunderbusses](/Weapons.aspx?ID=196), firing large barrels that break apart mid-flight and release a rain of scattershot over a massive area. The slow movement and short range make this siege weapon fit fewer situations than most, but when used effectively, such as to stop a charge of Mana Waste mutants against the walls of Alkenstar, the results are devastating.<br /> **Aim**<actions string=\"Three Actions\" /> 50 feet, minimum distance 50 feet <br />**Load**<actions string=\"Three Actions\" /> ([manipulate](/Traits.aspx?ID=104)) 3 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=3) check <br />**Launch** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=104), [range increment 50 feet](/Traits.aspx?ID=248)) 10d12 bludgeoning, 50-foot burst, DC 33 Reflex", "name": "Alkenstar Cannon", "pfs": "Restricted", "price_raw": "12,000 gp", "primary_source_category": "Rulebooks", "rarity": "rare", "rarity_id": 3, "reflex_save": 18, "release_date": "2021-10-13", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 176 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNamed for Ancil Alkenstar, this bronze cannon is one of the largest pieces of mobile artillery ever deployed, though its immense weight limits just \u2026\r\n</summary>", "size": ["Huge"], "size_id": [5], "source": ["Guns & Gears"], "source_category": ["Rulebooks"], "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 176 <sup>2.0</sup>", "space": "18 feet long, 7 feet wide, 8 feet high", "speed": {"land": 10, "max": 10}, "speed_markdown": "10 feet (pushed or pulled)", "summary_markdown": "Named for Ancil Alkenstar, this bronze cannon is one of the largest pieces of mobile artillery ever deployed, though its immense weight limits just \u2026", "trait": ["Mounted", "Rare", "Huge"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Rare](/Traits.aspx?ID=137)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=20", "usage_markdown": "mounted  (black powder)", "weakness": {}, "weapon_category": "martial"}, {"ac": 30, "category": "siege-weapon", "crew": "3", "fortitude_save": 29, "hardness_raw": "15", "hp_raw": "160", "id": "siege-weapon-21", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 13, "markdown": "<title level=\"1\" right=\"Siege Weapon 13\">[Anesthetizing Jaws](/SiegeWeapons.aspx?ID=21)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=683\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=644\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n<trait label=\"Nonlethal\" url=\"/Traits.aspx?ID=661\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 114 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 6,000 gp\r\n\r\n**Ammunition** spring-loaded iron jaw (25 gp, 2 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 8 feet long, 6 feet wide, 4 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 30\r\n\r\n**Fort** +29\r\n\r\n**Ref** +19\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 15\r\n\r\n**HP** 160\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nCommunities use these large jaws to nonlethally subdue large game so it can be safely moved, treated for injury, or otherwise studied. The jaws are attached via a length of chain, which channels stunning magic into the target and aids in retrieval.\n\n**Aim** <actions string=\"Two Actions\" /> 50 feet, minimum distance 50 feet \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 3 times\n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range 250 feet](/Rules.aspx?ID=2195), [versatile B](/Traits.aspx?ID=724)) 9d10 piercing, single target, DC 31 Reflex. On a failure, the target is also [grabbed](/Conditions.aspx?ID=77). On a critical failure, the target is [restrained](/Conditions.aspx?ID=90) instead of grabbed. A target that is grabbed or restrained by the _anesthetizing jaws_ is attached to the weapon by the linked chain. Until the creature [Escapes](/Actions.aspx?ID=2296) the jaws, it cannot move more than 250 feet from the _anesthetizing jaws_. The Escape DC is 32.\n\n**Anesthetic Surge** <actions string=\"Two Actions\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645)) **Requirements** The _anesthetizing jaws_ have a creature grabbed or restrained; **Effect** A crew member activates the anesthetic properties of the jaws, which deals 8d12 mental damage (DC 30 [basic](/Rules.aspx?ID=329) Will) to the grabbed or restrained creature", "name": "Anesthetizing Jaws", "pfs": "Restricted", "price_raw": "6,000 gp", "primary_source_category": "Rulebooks", "rarity": "rare", "rarity_id": 3, "reflex_save": 19, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=683\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=644\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n<trait label=\"Nonlethal\" url=\"/Traits.aspx?ID=661\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 114 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCommunities use these large jaws to nonlethally subdue large game so it can be safely moved, treated for injury, or otherwise studied. The jaws are \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 114 <sup>2.0</sup>", "space": "8 feet long, 6 feet wide, 4 feet high", "speed": {}, "summary_markdown": "Communities use these large jaws to nonlethally subdue large game so it can be safely moved, treated for injury, or otherwise studied. The jaws are \u2026", "trait": ["Magical", "Mounted", "Nonlethal", "Rare", "Large"], "trait_markdown": "[Magical](/Traits.aspx?ID=644), [Mounted](/Traits.aspx?ID=411), [Nonlethal](/Traits.aspx?ID=661), [Rare](/Traits.aspx?ID=683)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=21", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"ac": 30, "category": "siege-weapon", "crew": "2-4", "fortitude_save": 32, "hardness_raw": "17", "hp_raw": "200", "id": "siege-weapon-22", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 15, "markdown": "<title level=\"1\" right=\"Siege Weapon 15\">[Aquatic Disintegrator](/SiegeWeapons.aspx?ID=22)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=683\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Alchemical\" url=\"/Traits.aspx?ID=528\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 114 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 12,500 gp\r\n\r\n**Ammunition** seasplinter capsule (1,200 gp, 4 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted (black powder)\n\n**Space** 6 feet long, 4 feet wide, 3 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2-4\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 30\r\n\r\n**Fort** +32\r\n\r\n**Ref** +18\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 17\r\n\r\n**HP** 200\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 20 feet (pulled or pushed)\r\n\r\n---\r\n\r\nOriginally developed as a means of deterring kaiju rampages, aquatic disintegrators are specialized cannons designed to fire capsules containing seasplinter, a compound that is harmless on land but erupts in saltwater, causing a chain reaction that devastates any beings that contain salt in their bodies (which is most creatures). While aquatic disintegrators have never put a permanent end to any known kaiju, the damage they inflict upon other marine life has generated mass outcry, with [athamarus](/Ancestries.aspx?ID=71) and other advocates of Golarion's oceans calling for their complete ban. Despite the controversy, these lethal weapons have found popularity on the black market with marine hunters and pirates who care little about ecological impact when it comes to battling titans of the deep. \n\n**Aim** <actions string=\"Three Actions\" /> 100 feet, minimum distance 50 feet \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 2 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=36) check \n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range increment 200 feet](/Rules.aspx?ID=2195)) 10d10 damage (no damage type), 30-foot burst, DC 33 Reflex. The seasplinter capsule must land in saltwater for this damage to occur. Any creature in the burst radius whose body is not in saltwater takes no damage and doesn't need to attempt a Reflex save. A creature reduced to 0 HP by this damage disintegrates into a skeleton. <br />**Success** The target takes half damage. <br />**Failure** The target takes full damage and is [stunned](/Conditions.aspx?ID=93) 1. <br />**Critical Failure** The target takes double damage and is stunned 2.", "name": "Aquatic Disintegrator", "pfs": "Restricted", "price_raw": "12,500 gp", "primary_source_category": "Rulebooks", "rarity": "rare", "rarity_id": 3, "reflex_save": 18, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=683\" />\r\n<trait label=\"Alchemical\" url=\"/Traits.aspx?ID=528\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 114 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOriginally developed as a means of deterring kaiju rampages, aquatic disintegrators are specialized cannons designed to fire capsules containing \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 114 <sup>2.0</sup>", "space": "6 feet long, 4 feet wide, 3 feet high", "speed": {"land": 20, "max": 20}, "speed_markdown": "20 feet (pulled or pushed)", "summary_markdown": "Originally developed as a means of deterring kaiju rampages, aquatic disintegrators are specialized cannons designed to fire capsules containing \u2026", "trait": ["Alchemical", "Mounted", "Rare", "Large"], "trait_markdown": "[Alchemical](/Traits.aspx?ID=528), [Mounted](/Traits.aspx?ID=411), [Rare](/Traits.aspx?ID=683)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=22", "usage_markdown": "mounted (black powder)", "weakness": {}, "weapon_category": "martial"}, {"bulk": 5.0, "bulk_raw": "5", "category": "siege-weapon", "crew": "3", "id": "siege-weapon-23", "item_category": "Siege Weapons", "level": 8, "markdown": "<title level=\"1\" right=\"Siege Weapon 8\">[Blob Paste Propulsor](/SiegeWeapons.aspx?ID=23)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Alchemical\" url=\"/Traits.aspx?ID=528\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 115 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 900 gp\r\n\r\n**Ammunition** blob paste (60 gp, 1 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** portable, held in 6 hands\r\n\r\n**Bulk** 5\n\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nThe blob paste propulsor is a mortar with a 25-foot hose attached to a reinforced pot. The pot holds blob paste, a viscous gunk synthesized from oozes. Twin levers are attached to the top of the pot and generate sparks within when pulled, temporarily transforming the gunk into a liquid form that can be aimed with the hose and mortar. This unique ammunition, as well as the weapon used to shoot it, was originally engineered by Garundi alchemists and inventors as an unorthodox but reliable means of knocking flying pests out of the sky. In recent years, blob paste propulsors have won high praise from wildlife researchers as a non-lethal means of subduing destructive monsters and keeping them alive for study and eventual release. \n\n**Aim** <actions string=\"Single Action\" /> rotate 45\u00b0 \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 2 times \n\n**Launch** <actions string=\"Two Actions\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range increment 75 feet](/Rules.aspx?ID=2195)) Single target. If the Strike hits, blob paste immediately spreads across the target\u2019s body, weighing it down and restricting movement. The target is [grabbed](/Conditions.aspx?ID=77) for 1 minute, after which the blob paste melts away. The [Escape](/Actions.aspx?ID=2296) DC to break free of the blob paste is 23.", "name": "Blob Paste Propulsor", "pfs": "Restricted", "price_raw": "900 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Alchemical\" url=\"/Traits.aspx?ID=528\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 115 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe blob paste propulsor is a mortar with a 25-foot hose attached to a reinforced pot. The pot holds blob paste, a viscous gunk synthesized from \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 115 <sup>2.0</sup>", "speed": {}, "summary_markdown": "The blob paste propulsor is a mortar with a 25-foot hose attached to a reinforced pot. The pot holds blob paste, a viscous gunk synthesized from \u2026", "trait": ["Alchemical", "Portable", "Uncommon", "Large"], "trait_markdown": "[Alchemical](/Traits.aspx?ID=528), [Portable](/Traits.aspx?ID=412), [Uncommon](/Traits.aspx?ID=721)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=23", "usage_markdown": "portable, held in 6 hands", "weakness": {}, "weapon_category": "martial"}, {"ac": 20, "category": "siege-weapon", "crew": "3-5", "fortitude_save": 17, "hardness_raw": "10", "hp_raw": "70", "id": "siege-weapon-24", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 7, "markdown": "<title level=\"1\" right=\"Siege Weapon 7\">[Harpoon Cannon](/SiegeWeapons.aspx?ID=24)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 115 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 700 gp\r\n\r\n**Ammunition** harpoon cannon bolt (3 gp, 2 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted (black powder)\n\n**Space** 9 feet long, 7 feet wide, 5 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3-5\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 20\r\n\r\n**Fort** +17\r\n\r\n**Ref** +13\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 10\r\n\r\n**HP** 70\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 15 feet (pulled or pushed)\r\n\r\n---\r\n\r\nHarpoon cannons fire bolts about 6 feet long that are attached to 200 feet of rope. Traditionally, they are used at sea to impale aquatic creatures, particularly [giant squids](/Monsters.aspx?ID=820), [megalodons](/Monsters.aspx?ID=3189), and [sea serpents](/Monsters.aspx?ID=3177). But these weapons can also be useful to tether land-based big game, especially those with the capability to [burrow](/Actions.aspx?ID=2310).\n\nAim <actions string=\"Single Action\" /> 60 feet, minimum distance 40 feet \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 2 times, requires a successful DC 20 [Athletics](/Skills.aspx?ID=36) check \n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range 200 feet](/Rules.aspx?ID=2195)) 6d12 piercing, single target, DC 22 Reflex. On a failed save, the harpoon becomes lodged in the target\u2019s body. The target can remove the harpoon with a DC 22 check to [Escape](/Actions.aspx?ID=2296) or [Force Open](/Actions.aspx?ID=2375), but on a failure, the target takes 6d4 piercing damage. As long as the harpoon cannon bolt remains lodged, the target cannot move more than 200 feet away from the harpoon cannon. If the harpoon cannon bolt is embedded in a creature that isn\u2019t swimming, one member of the crew can attempt to [Trip](/Actions.aspx?ID=2382) the creature by tugging on the rope if all other crew members [Aid](/Actions.aspx?ID=2292). On a failure, the bolt rips free, causing 4d4 piercing damage to the target but releasing it.", "name": "Harpoon Cannon", "pfs": "Restricted", "price_raw": "700 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 13, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 115 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHarpoon cannons fire bolts about 6 feet long that are attached to 200 feet of rope. Traditionally, they are used at sea to impale aquatic creatures, \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 115 <sup>2.0</sup>", "space": "9 feet long, 7 feet wide, 5 feet high", "speed": {"land": 15, "max": 15}, "speed_markdown": "15 feet (pulled or pushed)", "summary_markdown": "Harpoon cannons fire bolts about 6 feet long that are attached to 200 feet of rope. Traditionally, they are used at sea to impale aquatic creatures, \u2026", "trait": ["Mounted", "Uncommon", "Large"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=721)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=24", "usage_markdown": "mounted (black powder)", "weakness": {}, "weapon_category": "martial"}, {"ac": 20, "category": "siege-weapon", "crew": "2", "fortitude_save": 16, "hardness_raw": "10", "hp_raw": "50", "id": "siege-weapon-25", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 7, "markdown": "<title level=\"1\" right=\"Siege Weapon 7\">[Kickback Spring](/SiegeWeapons.aspx?ID=25)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Gargantuan\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=644\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 115 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 700 gp\r\n\r\n**Ammunition** kickback charge (2 gp, 1 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 18 feet long, 5 feet wide, 7 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 20\r\n\r\n**Fort** +16\r\n\r\n**Ref** +13\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 10\r\n\r\n**HP** 50\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nA smaller version of the _kickback spring_ was first deployed as a deterrent to keep crops safe from nuisance foragers like [moose](/Monsters.aspx?ID=1233). These larger versions often line walls or other defensive points, providing a final layer of protection before a large creature would breach such areas. The _kickback spring_ fires a compressed disk of rapidly expanding air at creatures, attempting to push them back and provide defenders a moment to regroup. \n\n**Aim** <actions string=\"Two Actions\" /> 25 feet, minimum distance 50 feet \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 2 times, requires a successful DC 22 [Athletics](/Skills.aspx?ID=36) check \n\n**Launch** <actions string=\"Single Action\" /> ([air](/Traits.aspx?ID=527), [attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range increment 60 feet](/Rules.aspx?ID=2195)) 6d8 bludgeoning, 15-foot cone, DC 22 Reflex. A creature that fails its Reflex save is [pushed](/Rules.aspx?ID=451) 25 feet away from the _kickback spring_ as air rapidly vents from the device. On a critical failure, a creature falls [prone](/Conditions.aspx?ID=88) after being pushed back.", "name": "Kickback Spring", "pfs": "Restricted", "price_raw": "700 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 13, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=644\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 115 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA smaller version of the  kickback spring  was first deployed as a deterrent to keep crops safe from nuisance foragers like  moose . These larger \u2026\r\n</summary>", "size": ["Gargantuan"], "size_id": [6], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 115 <sup>2.0</sup>", "space": "18 feet long, 5 feet wide, 7 feet high", "speed": {}, "summary_markdown": "A smaller version of the  kickback spring  was first deployed as a deterrent to keep crops safe from nuisance foragers like  moose . These larger \u2026", "trait": ["Magical", "Mounted", "Uncommon", "Gargantuan"], "trait_markdown": "[Magical](/Traits.aspx?ID=644), [Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=721)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=25", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"ac": 23, "category": "siege-weapon", "crew": "3-5", "fortitude_save": 21, "hardness_raw": "18", "hp_raw": "64", "id": "siege-weapon-26", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 9, "markdown": "<title level=\"1\" right=\"Siege Weapon 9\">[Lashtail](/SiegeWeapons.aspx?ID=26)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 116 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 1,500 gp\r\n\r\n**Ammunition** segmented chain (4 gp, 5 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 7 feet long, 15 feet wide, 8 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3-5\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 23\r\n\r\n**Fort** +21\r\n\r\n**Ref** +13\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 18\r\n\r\n**HP** 64\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nThe lashtail is named after the segmented chain that the weapon sweeps in a horizontal arc. The chain links are thick and flat, which look somewhat like scales, and linked together to resemble a great dragon\u2019s tail. The chain is stretched against a spring-backed launcher. When released, the lashtail swings the chain outward, typically aimed to take down stampeding animals approaching on foot.\n\n**Aim** <actions string=\"Two Actions\" /> rotate 45\u00b0 \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 3 times, requires a successful DC 26 Athletics \n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range increment 120 feet](/Rules.aspx?ID=2195)) 8d8 bludgeoning, 30-foot cone, DC 25 Reflex. A creature that fails its Reflex save is [off-guard](/Conditions.aspx?ID=58) until the end of their next turn. On a critical failure, a creature is instead knocked [prone](/Conditions.aspx?ID=88) by the chain.", "name": "Lashtail", "pfs": "Restricted", "price_raw": "1,500 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 13, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 116 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe lashtail is named after the segmented chain that the weapon sweeps in a horizontal arc. The chain links are thick and flat, which look somewhat \u2026\r\n</summary>", "size": ["Huge"], "size_id": [5], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 116 <sup>2.0</sup>", "space": "7 feet long, 15 feet wide, 8 feet high", "speed": {}, "summary_markdown": "The lashtail is named after the segmented chain that the weapon sweeps in a horizontal arc. The chain links are thick and flat, which look somewhat \u2026", "trait": ["Mounted", "Uncommon", "Huge"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=721)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=26", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"ac": 18, "category": "siege-weapon", "crew": "2", "fortitude_save": 13, "hardness_raw": "8", "hp_raw": "36", "id": "siege-weapon-27", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 5, "markdown": "<title level=\"1\" right=\"Siege Weapon 5\">[Marking Powder Cannon](/SiegeWeapons.aspx?ID=27)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=683\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Light\" url=\"/Traits.aspx?ID=640\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=644\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 116 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 350 gp\r\n\r\n**Ammunition** marking fluid canister (3 gp, 2 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 7 feet long, 4 feet wide, 3 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2\r\n\r\n**Proficiency** simple\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 18\r\n\r\n**Fort** +13\r\n\r\n**Ref** +11\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 8\r\n\r\n**HP** 36\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 15 feet (pulled or pushed)\r\n\r\n---\r\n\r\nThe fine spray dispersed by a marking powder cannon outlines beasts that evade sight. This weapon was developed against creatures that use brush to hide their approach, but its application has spread to include underwater creatures and nighttime predators. The spray is an oil that shimmers orange, making it an excellent camouflage breaker. It is also used to mark targets, if multiple creatures are expected to approach simultaneously.\n\n**Aim** <actions string=\"Two Actions\" /> 60 feet, minimum distance 30 feet \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 2 times \n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range increment 100 feet](/Rules.aspx?ID=2195)) 10- foot burst, DC 19 Reflex. Creatures who fail the saving throw are coated with marking fluid, which glows with [dim orange light](/Rules.aspx?ID=408) out to 10 feet for 1 hour or until the fluid is washed off. In addition, on a failed save creatures that were [undetected](/Conditions.aspx?ID=96) become [hidden](/Conditions.aspx?ID=79) and affected creatures that were hidden become [concealed](/Conditions.aspx?ID=62). An [invisible](/Conditions.aspx?ID=83) creature that fails its save has its invisibility negated for 2 rounds, during which time it is concealed instead of invisible. Affected creatures take a \u20132 penalty to [Stealth](/Skills.aspx?ID=48) checks to [Hide](/Actions.aspx?ID=2404) and [Sneak](/Actions.aspx?ID=2405) for as long as they are coated with marking fluid.", "name": "Marking Powder Cannon", "pfs": "Restricted", "price_raw": "350 gp", "primary_source_category": "Rulebooks", "rarity": "rare", "rarity_id": 3, "reflex_save": 11, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=683\" />\r\n<trait label=\"Light\" url=\"/Traits.aspx?ID=640\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=644\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 116 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe fine spray dispersed by a marking powder cannon outlines beasts that evade sight. This weapon was developed against creatures that use brush to \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 116 <sup>2.0</sup>", "space": "7 feet long, 4 feet wide, 3 feet high", "speed": {"land": 15, "max": 15}, "speed_markdown": "15 feet (pulled or pushed)", "summary_markdown": "The fine spray dispersed by a marking powder cannon outlines beasts that evade sight. This weapon was developed against creatures that use brush to \u2026", "trait": ["Light", "Magical", "Mounted", "Rare", "Large"], "trait_markdown": "[Light](/Traits.aspx?ID=640), [Magical](/Traits.aspx?ID=644), [Mounted](/Traits.aspx?ID=411), [Rare](/Traits.aspx?ID=683)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=27", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "simple"}, {"ac": 19, "category": "siege-weapon", "crew": "2-4", "fortitude_save": 18, "hardness_raw": "8", "hp_raw": "40", "id": "siege-weapon-28", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 5, "markdown": "<title level=\"1\" right=\"Siege Weapon 5\">[Pheromone Sprayer](/SiegeWeapons.aspx?ID=28)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Alchemical\" url=\"/Traits.aspx?ID=528\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 116 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 350 gp\r\n\r\n**Ammunition** concentrated pheromone tank (30 gp, 1 Bulk), water tank (5 sp, 1 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 12 feet long, 6 feet wide, 4 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2-4\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 19\r\n\r\n**Fort** +18\r\n\r\n**Ref** +6\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 8\r\n\r\n**HP** 40\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 15 feet (pulled or pushed)\r\n\r\n---\r\n\r\nPheromone sprayers are used to fire mass amounts of alchemical [animal pheromones](/Equipment.aspx?ID=3228) in a more weaponized form to allow researchers an easy way to influence otherwise dangerous creatures. Like animal pheromones, the ammunition for this siege weapon must be crafted for a specific kind of animal. A pheromone sprayer consists of two large tanks mounted atop a narrow, cannon-like barrel. One of the tanks contains concentrated alchemical pheromones, while the other tank is loaded with water, which is used to dilute the pheromones to produce different effects upon launch. \n\n**Aim** <actions string=\"Single Action\" /> rotate 45\u00b0 \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 2 times \n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [olfactory](/Traits.aspx?ID=664)) 80-foot line or 40-foot cone, DC 20 Will. Switching between the line or cone mode takes an [Interact](/Actions.aspx?ID=2297) action, which any of the crew can perform. Designated kinds of animals that fail their save experience the following effects, depending on dilution.\n<ul><li>**Low Dilution** Affected creatures are [stunned](/Conditions.aspx?ID=93) 2.</li><li>**Medium Dilution** Affected creatures are [fascinated](/Conditions.aspx?ID=72) by the scent of the pheromones and [off-guard](/Conditions.aspx?ID=58) until the end of their next turn.</li><li>**High Dilution** Affected creatures are [slowed](/Conditions.aspx?ID=92) 1 for 1 minute.</li></ul>", "name": "Pheromone Sprayer", "pfs": "Restricted", "price_raw": "350 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 6, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Alchemical\" url=\"/Traits.aspx?ID=528\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 116 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPheromone sprayers are used to fire mass amounts of alchemical  animal pheromones  in a more weaponized form to allow researchers an easy way to \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 116 <sup>2.0</sup>", "space": "12 feet long, 6 feet wide, 4 feet high", "speed": {"land": 15, "max": 15}, "speed_markdown": "15 feet (pulled or pushed)", "summary_markdown": "Pheromone sprayers are used to fire mass amounts of alchemical  animal pheromones  in a more weaponized form to allow researchers an easy way to \u2026", "trait": ["Alchemical", "Mounted", "Uncommon", "Large"], "trait_markdown": "[Alchemical](/Traits.aspx?ID=528), [Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=721)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=28", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"ac": 22, "category": "siege-weapon", "crew": "2", "fortitude_save": 25, "hardness_raw": "12", "hp_raw": "80", "id": "siege-weapon-29", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 10, "markdown": "<title level=\"1\" right=\"Siege Weapon 10\">[Sonic Horn](/SiegeWeapons.aspx?ID=29)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=644\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n<trait label=\"Sonic\" url=\"/Traits.aspx?ID=697\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 2,000 gp\r\n\r\n**Ammunition** resonating orb (320 gp, 6 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 10 feet long, 5 feet wide, 5 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 22\r\n\r\n**Fort** +25\r\n\r\n**Ref** +14\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 12\r\n\r\n**HP** 80\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n**Speed** 15 feet (pulled or pushed)\r\n\r\n---\r\n\r\nThis siege weapon consists of a horn-shaped nozzle, a base typically decorated with ornate musical notes, and two cranks attached to both sides of the base. Crystalline resonating orbs made from powdered [soniphak](/Monsters.aspx?ID=3269) horn are inserted into a compartment within the base. Once an orb is loaded and the nozzle aimed, both cranks must be turned. This causes compressors within the base to grind away at the resonating orb, crushing it and releasing the sonic energy contained within. To reduce the likelihood of these weapons causing hearing damage, horns come equipped with earplugs and colored flags to enable crew members to communicate without the need for speech. \n\n**Aim** <actions string=\"Two Actions\" /> 40 feet, minimum distance 50 feet \n\n**Load** <actions string=\"Three Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 2 times. These load actions include donning earplugs and securing them during subsequent sonic horn firings. The earplugs impose a \u20132 item penalty to [Perception](/Rules.aspx?ID=2298) checks involving sound, and may be removed with an [Interact](/Actions.aspx?ID=2297) action. \n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range increment 250 feet](/Rules.aspx?ID=2195)) 6d12 sonic damage, 60-foot cone, DC 25 Fortitude. Creatures that fail or critically fail the save are also [deafened](/Conditions.aspx?ID=66) for 3d6 rounds.", "name": "Sonic Horn", "pfs": "Restricted", "price_raw": "2,000 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 14, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=644\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n<trait label=\"Sonic\" url=\"/Traits.aspx?ID=697\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis siege weapon consists of a horn-shaped nozzle, a base typically decorated with ornate musical notes, and two cranks attached to both sides of \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>", "space": "10 feet long, 5 feet wide, 5 feet high", "speed": {"land": 15, "max": 15}, "speed_markdown": "15 feet (pulled or pushed)", "summary_markdown": "This siege weapon consists of a horn-shaped nozzle, a base typically decorated with ornate musical notes, and two cranks attached to both sides of \u2026", "trait": ["Magical", "Mounted", "Sonic", "Uncommon", "Large"], "trait_markdown": "[Magical](/Traits.aspx?ID=644), [Mounted](/Traits.aspx?ID=411), [Sonic](/Traits.aspx?ID=697), [Uncommon](/Traits.aspx?ID=721)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=29", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"ac": 26, "category": "siege-weapon", "crew": "3-6", "fortitude_save": 23, "hardness_raw": "10", "hp_raw": "90", "id": "siege-weapon-30", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 11, "markdown": "<title level=\"1\" right=\"Siege Weapon 11\">[Seedpod Shooter](/SiegeWeapons.aspx?ID=30)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=683\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=644\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 3,000 gp\r\n\r\n**Ammunition** enchanted seedpods (10 gp, 1 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 12 feet long, 15 feet wide, 10 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 3-6\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 26\r\n\r\n**Fort** +23\r\n\r\n**Ref** +13\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 10\r\n\r\n**HP** 90\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nA large quantity of enchanted seedpods are packed into a seedpod shooter\u2019s funnel. The siege engine controls the dispersal of seedpods into the air and enhances their speed and sharpness when fired. While these seedpods naturally whistle when blown through the air, the device causes this sound to reverberate at a frequency that can cause nausea. \n\n**Aim** <actions string=\"Two Actions\" /> 100 feet, minimum distance 50 feet \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 2 times \n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [auditory](/Traits.aspx?ID=541), [manipulate](/Traits.aspx?ID=645), [range increment 300 feet](/Rules.aspx?ID=2195)) 8d12 slashing, 30-foot burst, DC 27 Reflex. A creature that fails their Reflex save becomes [sickened](/Conditions.aspx?ID=91) 2.", "name": "Seedpod Shooter", "pfs": "Restricted", "price_raw": "3,000 gp", "primary_source_category": "Rulebooks", "rarity": "rare", "rarity_id": 3, "reflex_save": 13, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=683\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=644\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA large quantity of enchanted seedpods are packed into a seedpod shooter\u2019s funnel. The siege engine controls the dispersal of seedpods into the air \u2026\r\n</summary>", "size": ["Huge"], "size_id": [5], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>", "space": "12 feet long, 15 feet wide, 10 feet high", "speed": {}, "summary_markdown": "A large quantity of enchanted seedpods are packed into a seedpod shooter\u2019s funnel. The siege engine controls the dispersal of seedpods into the air \u2026", "trait": ["Magical", "Mounted", "Rare", "Huge"], "trait_markdown": "[Magical](/Traits.aspx?ID=644), [Mounted](/Traits.aspx?ID=411), [Rare](/Traits.aspx?ID=683)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=30", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"ac": 29, "category": "siege-weapon", "crew": "2-4", "fortitude_save": 32, "hardness_raw": "20", "hp_raw": "140", "id": "siege-weapon-31", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 15, "markdown": "<title level=\"1\" right=\"Siege Weapon 15\">[Seismic Amplifier](/SiegeWeapons.aspx?ID=31)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=683\" />\r\n<trait label=\"Huge\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 13,000 gp\r\n\r\n**Ammunition** resonance rods (25 gp, 5 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 15 feet long, 12 feet wide, 18 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2-4\r\n\r\n**Proficiency** martial\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 29\r\n\r\n**Fort** +32\r\n\r\n**Ref** +18\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 20\r\n\r\n**HP** 140\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nSeismic amplifiers are devastating underground, where they tap into the energy of nearby faults. Installing one requires drilling a steel shaft into the stone and loading it with crystal resonance rods. Breaking the rod releases the energy into a disk-like amplifier. Any creatures burrowed into ground within the burst treat the result of their Reflex save as one step worse. \n\n**Aim** <actions string=\"Two Actions\" /> 200 feet, minimum distance 50 feet \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 3 times, requires a successful DC 25 [Athletics](/Skills.aspx?ID=36) check \n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range increment 200 feet](/Rules.aspx?ID=2195)) 9d12 bludgeoning, 5-foot burst, DC 33 Reflex", "name": "Seismic Amplifier", "pfs": "Restricted", "price_raw": "13,000 gp", "primary_source_category": "Rulebooks", "rarity": "rare", "rarity_id": 3, "reflex_save": 18, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=683\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSeismic amplifiers are devastating underground, where they tap into the energy of nearby faults. Installing one requires drilling a steel shaft into \u2026\r\n</summary>", "size": ["Huge"], "size_id": [5], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>", "space": "15 feet long, 12 feet wide, 18 feet high", "speed": {}, "summary_markdown": "Seismic amplifiers are devastating underground, where they tap into the energy of nearby faults. Installing one requires drilling a steel shaft into \u2026", "trait": ["Mounted", "Rare", "Huge"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Rare](/Traits.aspx?ID=683)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=31", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "martial"}, {"bulk": 15.0, "bulk_raw": "15", "category": "siege-weapon", "crew": "4-6", "id": "siege-weapon-32", "item_category": "Siege Weapons", "level": 1, "markdown": "<title level=\"1\" right=\"Siege Weapon 1\">[Teekdoon](/SiegeWeapons.aspx?ID=32)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 50 gp\r\n\r\n**Ammunition** boulder (0 gp, 5 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** portable, held in 8 hands\r\n\r\n**Bulk** 15\n\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 4-6\r\n\r\n**Proficiency** simple\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nWhile the official name of this contraption is the \u201cportable catapult,\u201d it gained the name \u201cteekdoon\u201d as a reference to the weapon\u2019s initial inspiration: the diving takedowns of peregrine falcons. However, it replaces elegant dives with the brute force of falling weights that hit targets from above.\n\n**Aim** <actions string=\"Two Actions\" /> 25 feet, minimum distance 25 feet \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 2 times, requires a successful DC 12 [Athletics](/Skills.aspx?ID=36) check \n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range increment 80 feet](/Rules.aspx?ID=2195)) 2d8 bludgeoning, single target, DC 14 Reflex. A boulder launched from a teekdoon descends on a creature from above, which might affect if a creature has [cover](/Rules.aspx?ID=2372) against the attack.", "name": "Teekdoon", "pfs": "Restricted", "price_raw": "50 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Portable\" url=\"/Traits.aspx?ID=412\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile the official name of this contraption is the \u201cportable catapult,\u201d it gained the name \u201cteekdoon\u201d as a reference to the weapon\u2019s initial \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>", "speed": {}, "summary_markdown": "While the official name of this contraption is the \u201cportable catapult,\u201d it gained the name \u201cteekdoon\u201d as a reference to the weapon\u2019s initial \u2026", "trait": ["Portable", "Uncommon", "Large"], "trait_markdown": "[Portable](/Traits.aspx?ID=412), [Uncommon](/Traits.aspx?ID=721)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=32", "usage_markdown": "portable, held in 8 hands", "weakness": {}, "weapon_category": "simple"}, {"ac": 16, "category": "siege-weapon", "crew": "2", "fortitude_save": 12, "hardness_raw": "5", "hp_raw": "40", "id": "siege-weapon-33", "immunity_markdown": "object immunities", "item_category": "Siege Weapons", "level": 3, "markdown": "<title level=\"1\" right=\"Siege Weapon 3\">[Trapdoor Actuator](/SiegeWeapons.aspx?ID=33)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>\r\n\r\n<row gap=\"medium\">\r\n**Price** 140 gp\r\n\r\n**Ammunition** iron rod (5 gp, 4 Bulk)\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**Usage** mounted\n\n**Space** 10 feet long, 4 feet wide, 6 feet high\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Crew** 2\r\n\r\n**Proficiency** simple\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 16\r\n\r\n**Fort** +12\r\n\r\n**Ref** +4\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hardness** 5\r\n\r\n**HP** 40\r\n\r\n**Immunities** object immunities\r\n</row>\r\n\r\n</column>\r\n\r\n---\n\nTrapdoor actuators are designed to be well hidden (usually as part of a cliff face) and operated by small, untrained crews. Cleverly designed springs launch an iron rod from the protective wall. Typically, this level of camouflage allows the trapdoor actuator to remain unnoticed unless a creature succeeds at a DC 18 [Perception](/Rules.aspx?ID=2298) check to spot it. After a launch, the trapdoor actuator\u2019s camouflage can be reset as a two-action activity. \n\n**Aim** <actions string=\"Two Actions\" /> 25 feet, minimum distance 10 feet \n\n**Load** <actions string=\"Two Actions\" /> ([manipulate](/Traits.aspx?ID=645)) 2 times, requires a successful DC 20 Athletics check \n\n**Launch** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=540), [manipulate](/Traits.aspx?ID=645), [range increment 100 feet](/Rules.aspx?ID=2195)) 3d10 bludgeoning, single target, DC 18 Reflex", "name": "Trapdoor Actuator", "pfs": "Restricted", "price_raw": "140 gp", "primary_source_category": "Rulebooks", "rarity": "uncommon", "rarity_id": 2, "reflex_save": 4, "release_date": "2024-05-29", "resistance": {}, "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=721\" />\r\n<trait label=\"Mounted\" url=\"/Traits.aspx?ID=411\" />\r\n</traits>\r\n\r\n<additional-info>\r\n**Source** [Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTrapdoor actuators are designed to be well hidden (usually as part of a cliff face) and operated by small, untrained crews. Cleverly designed springs \u2026\r\n</summary>", "size": ["Large"], "size_id": [4], "source": ["Howl of the Wild"], "source_category": ["Rulebooks"], "source_markdown": "[Howl of the Wild](/Sources.aspx?ID=226) pg. 117 <sup>2.0</sup>", "space": "10 feet long, 4 feet wide, 6 feet high", "speed": {}, "summary_markdown": "Trapdoor actuators are designed to be well hidden (usually as part of a cliff face) and operated by small, untrained crews. Cleverly designed springs \u2026", "trait": ["Mounted", "Uncommon", "Large"], "trait_markdown": "[Mounted](/Traits.aspx?ID=411), [Uncommon](/Traits.aspx?ID=721)", "type": "Siege Weapon", "url": "/SiegeWeapons.aspx?ID=33", "usage_markdown": "mounted", "weakness": {}, "weapon_category": "simple"}, {"category": "deviant-ability-classification", "id": "deviant-ability-classification-1", "markdown": "<title level=\"1\" right=\"Deviant Ability Classification \" pfs=\"Standard\">[Dragon](/DeviantFeats.aspx?ID=1)</title>\r\n\r\n**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 100\n\nDeviant abilities often trace their origin to massive concentrations of energy, such as being at ground zero of a detonating magical artifact. These energies can linger within an individual to grant them deviations falling under the dragon classification\u2014gouts of flame, electrical breath, and the like\u2014projecting and absorbing it to great effect.\n\n When you gain a dragon-type deviation, choose a type of damage, from cold, electricity, fire, or sonic. All abilities you gain from this deviation deal this type of damage and add the corresponding trait to the ability. You also use this damage type for the damage and weakness from your backlash.\n\n<title level=\"2\">Feats</title>\r\n\r\n<document level=\"3\" id=\"feat-3780\" />\r\n\r\n<document level=\"3\" id=\"feat-3781\" />\r\n\r\n<document level=\"3\" id=\"feat-3782\" />\r\n\r\n<document level=\"3\" id=\"feat-3783\" />\n\n<title level=\"2\">Backlash: Energetic Meltdown</title>\r\n\r\nAs you channel energy through your deviant abilities, some of it turns back on you, spiking your body temperature or dancing across your skin.\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Mild Backlash** You take damage equal to your level as energy scours your body.\r\n\r\n**Moderate Backlash** Energy wracks your body. After taking the damage, you gain weakness to the energy type of your backlash until your next daily preparations. The weakness is equal to one-third of your level. You also lose immunity to the energy type if you had it, until your next daily preparations.\r\n\r\n**Severe Backlash** Whatever furnace or well within you that provides the energy for your deviation overloads completely, cascading out of you in an uncontrolled burst. You deal 1d6 damage per level to all creatures in a 30-foot emanation with a [basic](/Rules.aspx?ID=329) Fortitude save. You automatically take full damage without attempting a save.\r\n\r\n</column>", "name": "Dragon", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2022-07-27", "resistance": {}, "search_markdown": "<additional-info>\r\n**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 100\r\n</additional-info>", "source": ["Dark Archive"], "source_category": ["Rulebooks"], "source_markdown": "[Dark Archive](/Sources.aspx?ID=129) pg. 100", "speed": {}, "type": "Deviant Ability Classification", "url": "/DeviantFeats.aspx?ID=1", "weakness": {}}, {"category": "deviant-ability-classification", "id": "deviant-ability-classification-2", "markdown": "<title level=\"1\" right=\"Deviant Ability Classification \" pfs=\"Standard\">[Troll](/DeviantFeats.aspx?ID=2)</title>\r\n\r\n**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 101\n\nEspecially common when a deviant ability is born of scientific experimentation, the troll classification connotes improved physical abilities. While often thought of as biological mutation, clockwork implants and personal magical enhancements are equally likely mechanisms.\n\n<title level=\"2\">Feats</title>\r\n\r\n<document level=\"3\" id=\"feat-3784\" />\r\n\r\n<document level=\"3\" id=\"feat-3785\" />\r\n\r\n<document level=\"3\" id=\"feat-3786\" />\r\n\r\n<document level=\"3\" id=\"feat-3787\" />\n\n<title level=\"2\">Backlash: Strained Metabolism</title>\r\n\r\nYour body's overclocked physiology requires larger-than- usual amounts of nourishment, leaving you weakened when it kicks in mid-combat.\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Mild Backlash** Your metabolism immediately burns through your body's energy stores, making you [enfeebled 1](/Conditions.aspx?ID=13) and [clumsy 1](/Conditions.aspx?ID=3) until you take a bite of food (which usually requires 2 Interact actions: one to retrieve the food and another to consume it).\r\n\r\n**Moderate Backlash** Ravenous hunger wracks your body. You are enfeebled 1, clumsy 1, and [fatigued](/Conditions.aspx?ID=15) until you can eat a full meal, which requires at least 10 minutes.\r\n\r\n**Severe Backlash** The strain on your body is truly incapacitating. You become [sickened 2](/Conditions.aspx?ID=34) as nausea wracks you, and you are also enfeebled 1 and clumsy 1 until you can eat a full meal (which requires you to no longer be sickened). You are fatigued until you can get a full night's rest.\r\n\r\n</column>", "name": "Troll", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2022-07-27", "resistance": {}, "search_markdown": "<additional-info>\r\n**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 101\r\n</additional-info>", "source": ["Dark Archive"], "source_category": ["Rulebooks"], "source_markdown": "[Dark Archive](/Sources.aspx?ID=129) pg. 101", "speed": {}, "type": "Deviant Ability Classification", "url": "/DeviantFeats.aspx?ID=2", "weakness": {}}, {"category": "deviant-ability-classification", "id": "deviant-ability-classification-3", "markdown": "<title level=\"1\" right=\"Deviant Ability Classification \" pfs=\"Standard\">[Wraith](/DeviantFeats.aspx?ID=3)</title>\r\n\r\n**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 102\n\nWraith-type deviations often result from contact with otherworldly presences or artifacts, comprising a strange assortment of abilities that involve realms beyond our own.\n\n<title level=\"2\">Feats</title>\r\n\r\n<document level=\"3\" id=\"feat-3788\" />\r\n\r\n<document level=\"3\" id=\"feat-3789\" />\r\n\r\n<document level=\"3\" id=\"feat-3790\" />\r\n\r\n<document level=\"3\" id=\"feat-3791\" />\n\n<title level=\"2\">Backlash: Encroaching Presence</title>\r\n\r\nSeeing and touching the beyond leaves you open to its alien influence, warping your perceptions and thoughts.\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Mild Backlash** Something inexplicable touches your mind, leaving you with lingering horror. You become [frightened 3](/Conditions.aspx?ID=19).\r\n\r\n**Moderate Backlash** Disorienting visions and figments cover your vision, as if you're seeing through another set of alien senses. For 10 minutes, all creatures become [concealed](/Conditions.aspx?ID=4) to you as they are covered in visual distortions only you can see.\r\n\r\n**Severe Backlash** Your life force is siphoned away as the presence tugs your soul to wherever it resides. You become [doomed 1](/Conditions.aspx?ID=9) and [drained 2](/Conditions.aspx?ID=10) until your next daily preparations.\r\n\r\n</column>", "name": "Wraith", "pfs": "Standard", "primary_source_category": "Rulebooks", "rarity": "common", "rarity_id": 1, "release_date": "2022-07-27", "resistance": {}, "search_markdown": "<additional-info>\r\n**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 102\r\n</additional-info>", "source": ["Dark Archive"], "source_category": ["Rulebooks"], "source_markdown": "[Dark Archive](/Sources.aspx?ID=129) pg. 102", "speed": {}, "type": "Deviant Ability Classification", "url": "/DeviantFeats.aspx?ID=3", "weakness": {}}]